When static lighting is baked using CPU lightmass for a nanite-enabled landscape it causes an editor crash with this assert: ...\Lightmass.cpp] [Line: 546]
Attempting to add the same material twice with different export settings, this is not (currently) supported
GPU lightmass baking does not crash, but the landscape lightmap that gets baked does not look correct.
1. Create a new map using the basic template
2. Add a landscape
3. Set the sky and directional lights to static or stationary
4. Build lighting -> works
5. Enable Nanite on the landscape
6. Build lighting again -> crash
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215633 in the post.
2 |
Component | UE - Graphics Features |
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Affects Versions | 5.4 |
Created | May 23, 2024 |
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Resolved | May 24, 2024 |
Updated | May 28, 2024 |