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Description

(Versión 1.2)GM Lightmap Auditor: Your Automated Solution for Flawless Static Lighting in Unreal Engine

Tired of Light Build Crashes and Tedious Debugging?

Static lighting is the key to performance and visual fidelity in Unreal Engine, but managing lightmaps is a notoriously complex and error-prone process. Inconsistent LODs, incorrect UV channels, and suboptimal resolutions can lead to failed builds, visual artifacts like flickering shadows, and countless hours lost to manual inspection.

GM Lightmap Auditor revolutionizes this workflow. It's not just an auditor—it's a complete, intelligent solution that automatically identifies, visualizes, and corrects the most challenging lightmap and LOD issues with a single click. From unifying lightmaps across complex LOD chains to calculating the perfect resolution for every mesh, this plugin empowers artists and developers to achieve professional, performant static lighting with unparalleled efficiency.

Key Features:
  • Comprehensive Scene Audit: Scans any StaticMeshComponent (including in Blueprints and Instanced Meshes) for a wide range of issues. It intelligently ignores non-static actors to eliminate false positives and focus only on what matters for baked lighting.

  • Non-Destructive LOD Unification: The plugin's core strength. It automatically fixes inconsistent lightmap settings across all LODs using a granular, non-destructive process. It preserves your original Reduction Settings and Screen Size while generating a single, unified lightmap UV channel.

    • Result: Prevents critical build errors, optimizes memory usage, and completely eliminates visual flickering when LODs transition.

  • Intelligent Resolution Optimization: Suggests and applies optimal lightmap resolutions based on each mesh's world-space surface area and scale, ensuring consistent quality across your entire scene.

  • One-Click Problem Fixing: Automatically applies robust fixes, including:

    • Unifying LOD lightmap settings.

    • Setting correct UV source/destination channels.

    • Applying optimal resolutions.

    • Disabling Nanite (which is incompatible with static lighting).

    • Respecting Actor Mobility to prevent breaking gameplay elements.

  • Intuitive Visual Feedback: Overlays problematic actors in the viewport with customizable debug materials (red for critical, yellow for warnings, blue for info), allowing for immediate visual identification of issues.

  • Integrated Lighting Build Management:

    • Initiates Lightmass builds (CPU or GPU) directly from the plugin's UI with configurable quality settings.

    • Includes a GPU Lightmass Diagnostic Tool to ensure your project is correctly set up (RHI, Ray Tracing, etc.) before you start a bake.

  • Customizable for Your Project:

    • Project Profiles: Automatically tunes audit parameters for Mobile, Desktop, ArchViz VR, or ArchViz Offline projects.

    • Flexible Ignore Lists: Easily exclude specific Actors, Static Meshes, or Materials from the audit, perfect for unique cases like glass or foliage.

  • Detailed & Filterable Log Output: Receive clear, actionable descriptions of all found problems and applied fixes in an organized log, with filtering options by problem severity.

User Benefits:
  • Save Hours of Tedious Work: Automates the entire process of checking, fixing, and preparing meshes for light baking.

  • Eliminate Build Errors: Proactively identifies and resolves the issues that commonly cause lighting builds to fail, especially those related to inconsistent LODs.

  • Achieve Professional Quality: Ensures consistent, high-quality static lighting and eliminates visual artifacts like flickering shadows.

  • Optimize Performance: Reduces memory and disk usage by ensuring only one lightmap is generated per mesh, regardless of LOD count.

  • Streamlined Workflow: All essential tools—auditing, visualization, fixing, and building—are integrated into one intuitive editor widget.

Who Is This Plugin For?

Ideal for Environment Artists, Level Designers, Lighting Artists, and Technical Artists working on any Unreal Engine project that relies on static (baked) lighting.

Compatibility:
Unreal Engine 5.6

Included formats