After build / save / reopening of sublevels it says that lighting needs to be rebuilt.
I have multiple levels in 2 different multilevel set ups that wont build proper… lighting never gets saved after build or keeps telling me that objects are unbuilt.
I wish i could… it just seems sort of random… Sometimes i let it build over night and by morning its great. No problems… other times i let it build… save… reopen and it wants me to rebuild again for no apparent reason…
Do try the method of deleting the Saved/Intermediate/Config folders as well if you haven’t already. Feel free to make copies of those folders if you’d like to.
When exactly do the sublevels get marked dirty (with the asterisk)? Is it after opening another level, after adding an object to a persistent level, etc?
Have you ensured that you are working in your persistent level when you are making changes? It’s possible that you have another level selected in the levels tab, and that’s why particular levels are being marked as dirty and not building lighting because you have another selected as your current level.
Have not tried the delete saved intermetdiate or config folders yet.
The level gets marked dirty and stays dirty… even after i do save all… it stays with the * on it. Even if im not modifying it.
In terms of persistant level… yes i set the correct ones… the one with the * was not set as the current level.
Also in terms of build lighting… when i build lighting i have every persistant level loaded at the same time. and after i build lighting i always do “save all”.
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
I do have a lot of blueprints… and i have had meshes grouped and un grouped often. Its possible some of the meshes from the level may have been part of a group from another level… maybe that could help? I have no idea if thats the case but its the only trouble shooting method i could think of.
Unfortunately, we’ve been unable to reproduce the issue on our end at this time. If you are able to provide a repro case of a simplified test project that showcases the issue, we’d be glad to continue to investigate; however, without a solid repro we are unable to take any further action at this time.
If you have any more information or the simplified test project, feel free to leave a comment to reopen this thread.
Thanks for the information, but unfortunately, this did not assist in getting a repro. If you get a full, detailed list of steps we’ll be glad to continue investigating, but at this time we are unable to take any further action with the information provided.
I really wish i could help… but unreal engine 4 simply does this in maybe 75% of all my maps … in my project… its getting pretty demoralizing here since ive been workign on my game for like 2 years with it now… Hoping and praying that one day this engine will work the way its supposed to.
I cannot possibly be the only one who encounters this…
I need to be able to build… im sick and tired of seeing thousnads of objects needing to be rebuilt… after reopening the level… after save all…