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

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

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Thanks, that’s good to know.

Thanks. :slight_smile:

That

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

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

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

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?

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.

Thanks this helped

It worked

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) ?

This issue crashed my app on Android without any good logs inside UE4. Wow, thanks!