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Lightmaps do not save when built using UE4Editor-cmd in 4.14

Hi

In UE 4.14 when lightmaps are built from commandline using: UE4Editor-cmd.exe ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=MapName only the .umap files are saved afterwards, while the _BuiltData.uasset files are not saved (and they contain lightmap data ;))

this does not happend while using UE4Editor.exe ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=MapName but I prefer the first one ...

Product Version: UE 4.14
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asked Dec 01 '16 at 10:32 AM in Bug Reports

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MXADD
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3 answers: sort voted first

Hi,

I needed to make this work again. My fix is to change line 1098 in ContentCommandlets.cpp from

 if ( FPackageName::TryConvertLongPackageNameToFilename(MapBuildDataPackageName, MapBuildDataFilename, FPackageName::GetMapPackageExtension() ) )

to

 if ( FPackageName::TryConvertLongPackageNameToFilename(MapBuildDataPackageName, MapBuildDataFilename, FPackageName::GetAssetPackageExtension() ) )

Best,

Russ

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answered Mar 07 '17 at 01:00 AM

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Russell.Nelson
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Hi MXADD,

This issue will be fixed with 4.15. The was recently fixed internally and doesn't have a JIRA issue for reference.

Thanks for reporting!

Tim

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answered Dec 05 '16 at 09:49 PM

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Tim Hobson ♦♦ STAFF
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avatar image Kalle_H Jan 20 '17 at 08:15 PM

Hello. I just tested this with 4.15preview1 and Engine is now crashing with default third person template. Error messages and logs are here. http://pastebin.com/CVrtsY1V http://pastebin.com/eZ6P4Akb

avatar image Tim Hobson ♦♦ STAFF Jan 23 '17 at 04:21 PM

Actually, this is still an issue internally as well. Sorry about that. There still isn't a ticket but the change was fixed in CL-3252784 on January 10th. I'll see if we can get this change put into the 4.15 release but I cannot guarantee it. If not, it looks like it'll be in 4.16 at the earliest.

avatar image Yutaka.Ono Feb 07 '17 at 12:48 PM

Hi, I tested with 4.15 preview 3. With some simple scenes engine finishes building, but _BuiltData files are saved not in .uasset but in .umap. If I rename all _BuiltData.umap files to _BuiltData.uasset, the result becomes as expected. I hope this bug will also be fixed soon. Followings are a part of the log:

 [2017.02.07-11.11.37:276][  0]LogTexture:Display: Building textures: HQ_Lightmap0_1 (AutoDXT)
 [2017.02.07-11.11.37:276][  0]LogTexture:Display: Building textures: LQ_Lightmap_0_1 (DXT1)
 [2017.02.07-11.11.37:276][  0]LogTexture:Display: Building textures: ShadowMapTexture2D_0 (BGRA8)
 [2017.02.07-11.11.38:873][  0]LogTexture:Display: Building textures: HQ_Lightmap0_1 (AutoDXT)
 [2017.02.07-11.11.38:873][  0]LogTexture:Display: Building textures: LQ_Lightmap_0_1 (DXT1)
 [2017.02.07-11.11.39:348][  0]LogSavePackage:Display: Finished SavePackage ../../../../../../Users/user/Documents/Unreal Projects/Simple/Content/Untitled_BuiltData.umap
 [2017.02.07-11.11.39:358][  0]LogSavePackage:Display: Finished SavePackage ../../../../../../Users/user/Documents/Unreal Projects/Simple/Content/Lights.umap
 [2017.02.07-11.11.39:373][  0]LogSavePackage:Display: Finished SavePackage ../../../../../../Users/user/Documents/Unreal Projects/Simple/Content/Lights_BuiltData.umap
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I'm having problem with this too (4.15.0), and it's already March 15... :(

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answered Mar 15 '17 at 08:39 PM

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Jorge Barros
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