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Invalidated lightmaps without reason

Hi everyone, I have a blueprint actor composited by few staticmeshcomponents and if I build static lighting it all works well.

BUT if I change a little the rotations and translation of the staticmeshcomponents directly from the detail panel of the posed actor, and rebuild the lightmaps, the next time I'll reload the level some object have invalidated lightmaps.

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As you can see there are 3 objects with componenttowrold transform different from the transfom in instancecached datas, so it invalidates them. The stranger thing is that if I immediately rebuild the lightmaps the editor discover that another object is broken...

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After lightmaps rebuilding it all goes ok, the preview show correct lightmaps, but it is sufficient that I reload the level or rebuild again the lightmaps that I'll go back to square one with 3 broken objects.

The craziest things are: - the result is not always the same - it seems you have to move components with children and grandsons to brake it - sometimes while I rotate a single component it invalidates the lightmaps of OTHER non-moving components of the same BP

Please fix this!

Here is the link of the project I used for this test case...

https://drive.google.com/open?id=0B-hPx-7lBsndYm9oaGN3UGpEdG8

Product Version: UE 4.12
Tags:
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asked Aug 12 '16 at 05:04 PM in Rendering

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drowne
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avatar image drowne Aug 16 '16 at 03:41 PM

I have noticed now this post 428978/building-light-on-generated-mesh-components-in-the that seems to be the same error, or very similar.

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3 answers: sort voted first

Well it seems to me that this is just a bug. It's not really the same as 428978 because you do not spawn the objects. Simple workaround would be to set the correct relative space in the blueprint and not in the already placed blueprint. Ofc you would have to create an instance of this blueprint (or duplicate it) for every position.

Second way is to set the positions via construction script and expose the variables. This should work, I have just tested it without exposed variables.

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answered Aug 16 '16 at 04:13 PM

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A7E7
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Hi drowne,

IIRC this has already been resolved in 4.13. You can check this for yourself in the 4.13 previews that are currently available in the Epic Games Launcher.

-Tim

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answered Aug 17 '16 at 01:36 PM

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Tim Hobson ♦♦ STAFF
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avatar image drowne Aug 18 '16 at 10:31 AM

Thanks Tim! But we have to release the game in 2 weeks and we cannot afford a migration to 4.13preview, can you tell me which commits fixed this bug? We'll try to cherry pick them. Thanks

avatar image Tim Hobson ♦♦ STAFF Aug 18 '16 at 01:15 PM

Unfortunately, I don't know the specific commits. This was something that was reported in something I was investigating and when I checked in 4.13 it was already fixed. I didn't see any specific tickets in our JIRA system either, which makes it near impossible for me to know what changes were made without doing a regression. Sorry.

avatar image thebarryman Dec 02 '16 at 06:27 AM

Hi Tim, I am on 4.13 and am getting the same problem when adding instance transforms to an instanced static mesh component through blueprint construction script. Whenever I set an instance transform's rotation value in the construction script (even though the rotation value is exactly the same), the lightbake will more often than not invalidate on reloading the level - although I've found edge cases where everything is fine. Very frustrating!

avatar image Tim Hobson ♦♦ STAFF Dec 02 '16 at 06:59 PM

@thebarryman,

if you have a specific set of steps that can reliably reproduce it I can check. When I used test asset provided by the OP the issue did not reproduce with that content or content that used on my own.

avatar image paradoc Jun 07 '17 at 09:20 PM

didn't mean to necro this thread, but i'm still having this issue in 4.15. i'm using spline mesh components that have "set start and end points/tangents" nodes to match spline point locations in the constructor. this seems to be pretty standard, but lighting gets discarded, even though all mesh components are set to static. any other way to trouble shoot this?

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Thanks Tim! But we have to release the game in 2 weeks and we cannot afford a migration to 4.13preview, can you tell me which commits fixed this bug? We'll try to cherry pick them. Thanks

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answered Aug 18 '16 at 10:31 AM

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drowne
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