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How to calculate lighting only for selected object?

My problem is that I can't quickly calculate lighting for an object or two....my minimal time is like 15 min. I'm sure that UE calculate lighting for the whole level! Why? What I'm doing wrong?

My steps:

1)I scale LightmassImportanceVolume for like 3x3x3 meters 2) I turn on "for selected only" screen: http://i.imgur.com/S9pOT1u.jpg 3) I select an object 4)and press build: build lighting only

and then swarm agent appear and ....calculate the whole level :\ (it takes like 15 min.)

Please gimme a clue. Calculations for one, simple object should take up to one minute, right?

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asked Jul 25 '14 at 10:58 PM in Rendering

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kurt_hectic
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avatar image Jacky Jul 25 '14 at 11:01 PM

That option is setting lightmap resolution for selected objects. Currently there isn't an option to build lighting for selected objects only as far as i know.

avatar image hawkenfox Nov 10 '16 at 02:05 PM

ATTENTION!! : Please CAST A VOTE for this feature here https://issues.unrealengine.com/issue/UE-10034

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2 answers: sort voted first

"Another option is to scale the lightmass importance volume as small as you can afford to encapsulate those meshes,"

I wrote it in 1) - it's not working well IMO=> with 3x3x3 volume I still needed 15 min. to calculate lights.

Probably I'll copy my scene, delete everything except few meshes and voilà. Too bad UE hasn't got any better solution.

Thanks for help!

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answered Jul 25 '14 at 11:45 PM

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kurt_hectic
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avatar image Jacky Jul 25 '14 at 11:49 PM

It was actually requested before and i think it will be implemented sometime in the future.

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;O

So...how I can quickly test my objects? Do I have to create a special level for testing or there is any other method?

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answered Jul 25 '14 at 11:22 PM

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kurt_hectic
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avatar image kurt_hectic Jul 25 '14 at 11:24 PM

I assume that hidden objects are also calculated? IMO yes, I've tried...

eh, any advice?

avatar image Jacky Jul 25 '14 at 11:27 PM

If you want to test lightmap resolutions for meshes then yes, you better create a very basic level and do your tests there.

Another option is to scale the lightmass importance volume as small as you can afford to encapsulate those meshes, but my first suggestion is the safest for now.

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