I am using the Procedural Foliage system to place grass, trees, and rocks in my scene so I have a very large Instanced Foliage Actor that contains all of these meshes. I can’t use material-driven grass since it can’t be light-baked and I am working in VR so dynamic lighting isn’t an option. When I go to build lights it will complete a full build but then I get an assertion when encoding lightmaps. The assertion is on line 1945 of Lightmap.cpp:
verify(Texture->AddElement(PendingGroup));
This function says that if the element to be added doesn’t fit on the Texture it will return false, so I assume that the lightmap atlas for the Instanced Foliage Actor is too large to fit on one lightmap, is this correct?
I have reduced the lightmap resolution for my static meshes considerably and my max lightmap size is 4096 so it seems like I should be able to get quite a few objects on one lightmap. Is there a way for me to break up the Instanced Foliage Actor into smaller actors so it doesn’t all have to fit on one lightmap?
Will I have to resort to hand-placing static meshes instead of using an Instanced Mesh Actor?