I don’t know if it’s related with the SplinemeshComponent Collision problem. (UE-8565 Spline Mesh Component’s created at run time do not have proper collision)
After a full builds of lights, Errors showing, Lights needs to be rebuild (xx Objects).
If I set “Add SplineMeshComponent” to Movable, this error dissapears.
Removing all Static Point Light help Too but not possible in my project.
Spline mesh with no collision when created at runtime has already been reported with UE-8565. This is being looked into to be fixed in a future release. I’ve added this post to the report as well.
For the light build you would need to check the static mesh itself for any lighting issues it may be generating. When I tested this part I used a static mesh that is correctly setup with no overlapping UVs or lighting issues and everything checked out correctly.
I just wanted to chime in to say that I’ve also run into the issue of spline meshes not having their collision generated at runtime. Is there an ETA on when a fix will be made?
I know this is a very late answer, and you may have already found this answer, or have found a workaround, however, as mentioned in this post, to fix this problem, all you need to do is set the static mesh of the spline mesh component after you set the start and end of the spline mesh.
Just FYI, the feature request UE-8565 to Support runtime generation of spline mesh collision on platforms that have runtime physx cooking enabled has been implemented in Perforce CL-2937854 by accepting pull request 2064. This change should make it to GitHub the next time the perforce stream it was added in is merged to main, and we plan to include that change in the 4.12 release.