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31 lines
1.5 KiB
Markdown
31 lines
1.5 KiB
Markdown
# Rebuilding Lightmaps
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This script is a more convenient alternative to calling `RunUAT RebuildLightmaps`, which
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has the downside of being unnecessarily dependent on Perforce.
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This script is compatible with Git (if you're using it), and specifically copes
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with Git LFS file locking. When building lighting the `.umap` needs to be locked
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for writing, this script will do that if necessary. The RunUAT version fails if
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you don't have Perforce even if you've already locked the file in LFS! Very silly.
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This script uses the [packaging configuration file](./Package.md) and can
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automatically determine which maps to rebuild if you want, or you can
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explicitly list them as arguments:
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```
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ue-rebuild-lightmaps.ps1 [-src:sourcefolder] [-quality:(preview|medium|high|production)] [-maps Map1,Map2,Map3] [-dryrun]
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-src : Source folder (current folder if omitted)
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-quality : Lightmap quality, preview/medium/high/production
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: (Default: production)
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-maps : List of maps to rebuild. If omitted, will derive which ones to
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rebuild based on cooked maps in packageconfig.json
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-dryrun : Don't perform any actual actions, just report on what you would do
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-help : Print this help
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Environment Variables:
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UEINSTALL : Use a specific Unreal install.
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: Default is to find one based on project version, under UEROOT
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UEROOT : Parent folder of all binary Unreal installs (detects version).
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: Default C:\Program Files\Epic Games
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``` |