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[UE4 and 5] GPU Lightmass / Light bake

  • Writer: jaewon Rim
    jaewon Rim
  • Nov 3, 2025
  • 1 min read

Reason : Lightbake is still widely used for VR and Games for optimization. Lumen tends to be expensive to run in games and VR headset sometimes.


*UE 5.7 



Project Setting : GPU Lightmass On


Build Tab -> GPU lightmass


Step by Step : light bake prep


Project Setting

To see how light looks like before bake it, utilize Pathtracing is very helpful

To turn on Path Trace, You need to set project setting like this


Lightmap Density

Viewport : Lightmap Density


StaticMesh Window : Turn on Generate lightmap UVs


All meshes has to be static mesh (except animated object)


Destination lightmap index : 2

 

Lightmap resolution : depends

 : Lightmap resolution is different based on the size of the mesh. Change the number until you see a green color on your view port. Blue is too low res and Red is too high res. 


Lightmap Coordinate Index : 1 

 : Meaning it will use UV Channel 01 as Lightmap. Generally UV channel 00 is original Mesh UVs. and Channel 01 is Lightmap.


PostProcess

GI and Reflection : Lumen -> None

Megalight : off


Lighting

All lighting has to be Static


Reflection :

Add reflection capture (generally Sphere)


Set basic Material, lighting and run on path trace to see the lighting. *Pathtracing Mode


GPU lightmass

Turn off realtime viewport for faster light bake


Build -> Build reflection capture


Result : After lightbake and build reflection capture

Light will be remained even though you delete the light


All light bake data is under BuildData. If you delete, you are no longer able to see lightbake on viewport


 
 
 

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