The Swarm Agent
The process of building lightmaps is an automated one, which means there is no specific length of time that it will take. Based on your map or game and its complexity, building lightmaps could take too much time and performance from the machine.
But Unreal Engine is full of supporting tools that are built in such a way as to serve you by saving time and delivering the best content. There is a small C# tool that is connected to the Unreal editor, which plays the role of manager to handle the communications between the lightmass and the editor. That manager is called Swarm Agent.
Swarm Agent is autofired in order to perform its job and stay minimized (this means that you don't have to manually run it from somewhere); it was written ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access