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[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.

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asked Apr 12 '14 at 12:40 PM in Using UE4

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avatar image HypotheticalEric Feb 10 '16 at 10:02 PM

I know this is an old topic, but I'm wondering if this is under consideration at all? Separating lightmaps from the level would make saving a lot faster and reduce the storage needs a lot when using version control to track map changes. No need for a small change to the level blueprint to cause a resave of all the lighting data, right?

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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.

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answered Feb 11 '16 at 03:13 AM

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avatar image HypotheticalEric Feb 11 '16 at 05:15 PM

Good idea - that's a good-enough workaround for now. It does make some things harder, like referring to objects within the streamed level from the parent doesn't work. But I can work around that for now.

thanks for the tip

avatar image HypotheticalEric Feb 11 '16 at 05:40 PM

It's also annoying that I can't do nested levels, so now I have twice as many levels to load and unload in order to separate out the lightmaps.

Maybe I'm missing something?

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