[Suggestion] Separate lightmap saving from level saving.
I've been noticing that the majority of the level saving involves re-saving lightmaps ( which is a huge chunk of the map size ).
I would like to suggest if either the lightmap could be a separate package ; or if that is not possible for the engine to be able to save the level separately without re-compressing the lightmap , which means it will detect if the lightmap is dirtied before attempting to save.
I notice that in my day to day usage. I normally make changes which I intend to save without actually touching the static lighting and would really appreciate a way for the engine to save the level swiftly.
Alternatively if there's a button for saving the map without saving the lightmap would be great. even if the lightmap becomes inaccurate, I don't mind rebuilding it.
asked Apr 12 '14 at 12:40 PM in Using UE4
I'm using a workaround for our current setup which is to do split the level using level streaming , isolate the area with the largest lightmap parts that doesn't change and put them in a different level.
answered Feb 11 '16 at 03:13 AM
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