How to suppress unbuilt lighting prompt?

I’m in a somewhat unusual situation: My persistent level contains only dynamic actors, the static, lightmapped environment is in two streamed levels. Only one of them is loaded at any given time. For certain reasons the only way to build lighting on those levels is by opening them alone and calculating lightmaps that way, not while the persistent level is loaded. This method produces proper lightmaps but when the persistent level unloads one streamed map and loads another the “Lighting needs to be rebuild” prompt shows up. How could I suppress it?

Hi ZoltanE,

Without going into Source code there is not way to get rid of that error than locating what is the root cause of the issue and where it needs to be fixed.

If you’re able to build lighting for the individual levels and load them without getting the lighting needs to be rebuilt then something needs to be looked at in the persistent if there is no other place it’s happening.

Make sure that you do not have any lights in your persistent for this setup because the lighting will be baked to the lower levels which could be the cause of the issue.

I would really not put anything in my persistent other than using the level BP there and setting up my Player start. I would use a completely different level/map for my dynamic objects.

I used the same project that I had provided before on one of your level streaming questions and set the levels up to automatically switch along with having a dynamic object in my persistent level. I didn’t get the same results with the lighting needs to be rebuilt warning.

Are you able to reproduce your setup in this project and provide for testing or give me a setup that will get the same results? I Can look into how to get rid of the warning, if possible.

Project link: https://www.dropbox.com/s/g8gdjp2szqdua29/DayNightSwitch.zip?dl=0

Thanks!

Tim

You can use DISABLEALLSCREENMESSAGES command to get rid of that message, but as Tim explained it is not a solution for your problem.

Thanks for pointing me to the right direction: there were a couple of instances of a certain BP class on the persistent level which contained a static mesh component accidentally left as ‘static’. No warning now when switching levels.

World Settings → Force No-Precomputed Lighting = True (It is a checkbox, so check it)