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?
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?
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.
Thanks, that’s good to know.
Thanks.
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
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?
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!