Lightmap stops at grid

Hello everyone,

I am trying to lightmap my scene but notice that every build I make, the lightmap stops at exactly the Unreal Editor world grid. This area is below ground level, that is why I ended up underneath the grid but I figured this shouldn’t be a problem? In other rooms it doesn’t give me the issue. All models are lightmapped (for the golden wall-asset it is generated on import, so not really fancy yet. The wall however is already complete) and I have a light-mass importance volume set up that continuous further down, it’s just that everything below the world grid in this specific room is pitch-black. Any ideas? I attached two images to further explain what I mean:

black lightmap below world-grid:

Different room at the same height, no Lightmap issues:

When I move my lights in the ‘‘problematic’’ room below the world-grid level everything renders fine. There are also no hidden assets that could block the light to shine in those areas.

Hope we can find this one out!

I noticed that this started since the latest 4.7 hotfix and is caused by the landscape (with holes):

Appearantly an invisible part of the landscape causes the light to stop, which it didn’t before.
I will report it as a bug and try to work around it by adjusting the landscape :slight_smile:

Linking other post that was in bug reports for this known issue already reported with UE-9210.

This question/problem has been answered in the following thread:
https://answers.unrealengine.com/questions/215670/landscape-stops-light-for-static-lightmap.html

It is marked as a bug currently under investigation, hopefully the team at Epic will be able to offer a solution anytime soon.

I see you beat me to it, before I refreshed the page. :slight_smile: