Lightmaps badly broken after lighting build
I've used Unreal for a while now but recently started to look at learning all the ins and outs of high quality rendering. Recently, I've started to get this random issue where the lighting build totally breaks and refuses to update any further. Here's where it looks like:
I'm sure most people are used to having to move the camera or doing something similar to get the viewport to update when you start the engine or after you've built lighting, it seems to me like my editor is refusing to do that anymore. As an example, here's a couple of shots that show how the packaged version looks at different stages of starting up:
When the issue occurs, it seems to basically stick to that first image and not update. The weird part is, it's project specific. So far, I've managed to get around it by reverting to old backups but I'd really like to know what's causing it.
Here's a few important points:
Things I've tried:
Any help or suggestions would be amazing!
asked Aug 10 '16 at 01:56 AM in Rendering
Not using oculus, so that isn't the issue. These seemed to break earlier on before changing settings so those were still at default. We are using swarm over multiple pcs though and do have some lightmaps that go up to 4096 in size, so those are similarities. I also have complex geometry in the scene as you do, although this wasn't happening until recently so that and the higher lightmap size were never a problem before. The only more recent addition is distributed rendering, even though turning that off doesn't seem to fix things once they are broken.
answered Aug 18 '16 at 01:27 PM
I have gotten that to work once, but it doesn't work every time. I am still trying to figure out why it worked once and not since, maybe because everything was in one level the first time and sub levels after. Not sure. I do have a ton of materials in this scene as you do, but I have had this happen in a much less complex scene also.
It would be nice to know a real solution to this, or at least what could be causing it so it could be avoided. I am going to try migrating everything over from a single level and see if that works better. I wonder if I deleted the intermediate folder before I migrated the level over the one time too. There was something I did that made it work, just wish I remembered what it was. :)
answered Aug 22 '16 at 11:24 PM
Bringing over my suggestion from another post you pinged me on:
Looks like low quality lightmaps streaming in, and not to be confused with low lightmap resolution. You can test this by disabling texture streaming in the Project Settings > Rendering.
And you're follow up response:
That's great information. I've narrowed it down to being caused whenever I pushed lightmaps from 1024 to 2048 resolution, is there any reason doing that would break the texture streaming? Turning off streaming altogether does seem to solve the issue, but that's probably not a good solution in the long run right? Thanks for looking into it, I understand if you don't have more time for it at the moment.
answered Sep 28 '16 at 02:50 PM
Tim Hobson ♦♦ STAFF
Thank you for the quick response!
answered Sep 28 '16 at 09:25 PM
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