Lighting not building?

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Stiffy360

FNG / Fresh Meat
Apr 24, 2015
17
0
0
When I try to build my lighting, the swarm agent doesn't even launch. And the results are a map without built lighting (everything is black)

Any ideas what it might be?
 

Kendoshan

FNG / Fresh Meat
Apr 23, 2015
49
0
0
i was having the same issue, I'm not positive but after I added a LightMassImportanceVolume around my entire level my point lights started showing up. Also if you use DominantDirectionalLight actor it will work without the volume but will not light characters and only shines in a single direction.
 

Stiffy360

FNG / Fresh Meat
Apr 24, 2015
17
0
0
Well I got it to not show up black, but now my mesh doesn't have any lightmaps on it.

Added some trees and it crashes now.
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
I have a similar issue. when I first place the light, the light shows fine and the light mapping is correct. But whenever I try to build any components that was added to the map, ALL light references become invalid and stop working as instructed.

I have the LMIV around my entire map area (which is quite small since this map is for testing and troubleshooting only) but it doesn't seem to help.

I wonder if our SDK is gimped right now due to the fact that TWI is not allowing us access to all of the assets, and certain features had to be turned off.
 

DxDark

FNG / Fresh Meat
Mar 20, 2013
49
0
0
I wonder if our SDK is gimped right now due to the fact that TWI is not allowing us access to all of the assets, and certain features had to be turned off.

Nah, they have their own lighting volume in the list names "TWIIndoor" and "TWIOutdoor". You pic one, wrap your whole level in it, place lights , build level (ignore the "maps not built production lighting" message), and everything should work fine.
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
Nah, they have their own lighting volume in the list names "TWIIndoor" and "TWIOutdoor". You pic one, wrap your whole level in it, place lights , build level (ignore the "maps not built production lighting" message), and everything should work fine.


I'm currently making changes to the BurningParis map and have not made ANY changes to the world lighting volume and I still have this issue. I think there is more at play here than that. I will try to bake my map revision with this error still in play and see what happens.
 

Koloses

FNG / Fresh Meat
Dec 29, 2009
3
0
0
The editor seems to change every mesh Lighting parameters even if they're in TWIndoor/OutdoorlightingVolume. To fix this you must set Lighting Channel manually to Indoor/Outdoor and check "Override Auto Lighting Channels" in static mesh properties. Light should build fine after that.
http://i.imgur.com/Hws7O7c.png

Anyway im still waiting for them to fix custom textures and materials not being shown ingame.