GM LIGHTMAP AUDITOR:

Audit, Repair, and Bake Lighting All in One Place

Get on Marketplace

Revolutionize Your Lighting Workflow

Tired of unexplained lighting build failures? Wasting hours hunting down actors with incorrect UVs or inadequate lightmap resolutions? Reclaim control of your static lighting with GM Lightmap Auditor!

This powerful editor tool is designed for lighting artists, environment artists, and developers looking to streamline their lightmap workflow in Unreal Engine.

Plugin In Action

1. Audit & Identify

Auditing workflow showing problems found

2. Visualize Problems

Problem visualization with debug materials

3. Bake with Confidence

Baking process started from the widget

Main Features (Version 1.2)

Comprehensive Audit and Diagnosis

Scope: Analyzes any Static Mesh Actor in the level or in a selection. Detects critical problems (that break the build), warnings (that affect quality/performance), and useful information. Automatically ignores non-static components (Movable, Stationary), focusing only on what is relevant for light baking.

Benefit: Saves hours of manual inspection. Provides a complete and centralized report of all possible lighting problems before starting a light bake. The focus on static components eliminates false positives and unnecessary noise in the log.

Intelligent and Non-Destructive Lightmap Unification for LODs

Scope: Implements a robust procedure:

  1. Makes a granular backup of LOD Reduction Settings and Screen Size.
  2. Temporarily collapses the mesh to LOD0.
  3. Generates a single set of UVs for lightmap on channel 1.
  4. Restores the original number of LODs and their reduction settings.
  5. Applies a "logical collapse": forces secondary LODs to reuse UVs from channel 1 (disabling Generate Lightmap UVs on them and adjusting SrcLightmapIndex to 1).

Benefit:

  • ✅ Prevents critical failures in the lighting build caused by inconsistent LODs.
  • ✅ Optimizes performance and memory/disk usage, generating a single lightmap per mesh instead of one for each LOD.
  • ✅ Eliminates "flickering" of shadows when changing between LODs.
  • ✅ Does not destroy the artist's work, as the polygon reduction optimizations of each LOD are preserved intact.

Precise LOD Audit Logic

Scope: The LOD diagnosis is now more intelligent:
- Critical Error: If Generate Lightmap UVs is disabled on LOD0 but enabled on a secondary LOD.
- Warning: If Generate Lightmap UVs is enabled on both LOD0 and a secondary LOD.
This reflects the engine's actual behavior.

Benefit:

  • ✅ Eliminates false positives. It no longer reports the ideal configuration (LOD0 true, secondary LODs false) as "inconsistent."
  • ✅ Prioritizes real problems, helping the user focus on errors that will truly break the lighting build.

Automatic Lightmap Resolution Adjustment

Scope: Calculates the optimal lightmap resolution for each mesh based on its surface area in the world (considering the actor's scale in the level) and the target texel density (configurable through Project Profiles). Applies this resolution with the "Fix" button.

Benefit:

  • ✅ Ensures that all objects in the scene have consistent lighting quality, preventing large objects from having pixelated shadows.
  • ✅ Frees the artist from the tedious task of guessing and manually adjusting the resolution of hundreds of meshes.

Integrated Lighting Build Manager

Scope: Allows starting the light bake process (CPU Lightmass and GPU Lightmass) directly from the interface. Includes a quality selector (Preview, Medium, High, Production) and a pre-diagnosis for GPU Lightmass that verifies if the project is configured correctly.

Benefit:

  • ✅ Unifies the entire static lighting process (Audit → Correction → Bake) in a single window.
  • ✅ Facilitates the use of GPU Lightmass, guiding the user to configure their project correctly and take advantage of GPU baking speed.

Interactive Problem Visualization (On-Demand)

Scope: Colors problematic actors directly in the editor viewport. Visualization is manually activated with the "Visualize Problems" button after scanning, and can be filtered by severity (Critical, Warning, Info).

Benefit:

  • ✅ Allows artists to instantly see which objects need attention and where they are in the level.
  • ✅ Manual control of visualization avoids visual overload and allows the user to decide when they want to see the problems.

High Customization and User Control

Scope: Through Project Settings, the user can define project profiles (Mobile, PC/Console, ArchViz), adjust texel density, and create exclusion lists to ignore specific meshes, actors, or materials that should not be audited.

Benefit:

  • ✅ The plugin can be adapted to the specific needs and standards of any project.
  • ✅ Exclusion lists prevent false positives and allow the plugin to integrate cleanly into established workflows.

Respect for User Decisions (Mobility)

Scope: The plugin now respects the mobility setting of components. Components marked as Movable or Stationary are ignored during the audit and correction of static lightmaps, as they are not relevant to this process.

Benefit:

  • ✅ Prevents critical gameplay errors. There is no longer a risk of converting a movable object (like a door) into a static one, which would break its functionality.
  • ✅ Makes the plugin much safer to use in complex and established projects.

Summary of Version 1.2

Version 1.2 of GM Lightmap Auditor represents significant maturity. Not only has its scope expanded to be compatible with a much wider range of components in Unreal Engine, but its internal logic for handling LODs has been completely re-architected to be non-destructive, precise, and safe. With the addition of more intelligent LOD auditing and respect for component mobility, the plugin is consolidated as an essential and reliable workflow tool for any team working with static lighting.