Debugging lightmass
Manually launching lightmass steps (allows placing breakpoints in lightmass, stepping through, etc)
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Have a visual studio open to the UE4 solution, build lightmass in debug win64, set as startup project
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Launch editor, enter the console command 'lightmassdebug'
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Start a lighting build, watch the swarm log window until it says something like waiting for connection
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Launch lightmass in debug, should complete the lighting build, and UE4 should import the results when it completes
Texel debugging steps
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define ALLOW_LIGHTMAP_SAMPLE_DEBUGGING to 1 in both places
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Disable lightmap compression with bCompressLightmaps=False in baselightmass.ini
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Build lighting once with that in a map with static meshes
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Hold T and select a texel on one of the built static meshes
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Now launch lightmass manually as above, you should be able to hit breakpoints at the various 'bDebugThisTexel = true;' lines in lightmass
Reference From https://udn.unrealengine.com/questions/171210/view.html
Debug lightmass:
- Lightmassdebug command
- Build Lighting Only
- Launch Lightmass from visual studio manually in debug