Check out this article if you have not already, its excellent and it speaks to build times near the bottom of the page: CPU Lightmass Global Illumination | Unreal Engine Documentation
Hi there,
I know the more polygons are there for a scene, the more VRam is occupied.
But I have no idea about how much it affects the time needed for a fixed lightmass build setup.
Would anyone clarify please?
Thanks in advance