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Failed to allocate shadowmap channel for stationary light due to overlap

I'm getting this error when I bake lights;

Error SpotLight_1 Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap - light will fall back to dynamic shadows!

How can I fix this?

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asked Mar 23 '14 at 11:08 AM in Using UE4

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bigzer
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avatar image phoboz Mar 23 '14 at 05:47 PM

Run into the same problem. Only seems to affect some lights of the level tho, rest doesn't complain about being overlapped.

avatar image Azagwen Sep 04 '18 at 10:51 PM

Hi ! I just got here for the same problem that was described in the question, but I have another question. Is there a way to build a map with "faked" lights (like use one light for a zone that normally has two) ?

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2 answers: sort voted first

That happens when you have more than 4 stationary lights overlapping.

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answered Mar 23 '14 at 05:50 PM

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Jacky
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avatar image phoboz Mar 23 '14 at 05:54 PM

Thanks, that's good to know.

avatar image bigzer Mar 24 '14 at 01:08 AM

Thanks. :)

avatar image Trugb35 Jul 23 '14 at 03:01 AM

Thatalt text doesn't help, I have only one spot light in the scene and it and it has an X on it.

009.jpg (199.1 kB)
avatar image Jacky Jul 23 '14 at 03:08 AM

What about the other 3 point lights and the directional light?

avatar image bigzer Jul 23 '14 at 03:43 AM

Any light will be counted. You can turn some of them into static lights to fix the issue, sometimes realtime light are not required :)

avatar image Elias79 Aug 25 '15 at 07:46 PM

But why is it limited to 4 and not 3 or 5 this cant be a technical limitation right, and is it possible to override this with using custom ini files or console commands maybe?

avatar image Jacky Aug 25 '15 at 08:37 PM

https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightMobility/StationaryLights/index.html

Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas. Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost.

avatar image brotherR0mulus May 24 '16 at 12:20 PM

It worked

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Thanks this helped

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answered May 24 '16 at 02:45 PM

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brotherR0mulus
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