This is the documentation for Enlighten.
For a typical level, the Enlighten precompute should only take a few minutes. Even for very large levels, a distributed precompute should never take more than an hour. If your precompute times are much longer:
When your computer doesn't have enough physical memory to complete a precompute task, the precompute stops and reports a "Reached the maximum heap size limit" error.
This can happen when your level is unusually large or complex, or the computer has unusually little physical memory installed. It can happen intermittently when running the distributed precompute if one of the agents involved has unusually little physical memory.
To fix this, make sure the computer has sufficient physical memory.
You can change the maximum memory limit with Edit > Editor Preferences > Plugins > Enlighten > Precompute Memory Limit.
If you set the memory limit to zero, or greater than 100, when the computer doesn't have enough physical memory to complete a precompute task, it might stop responding.
This may be caused by geometry that spans a wall separating dark and light areas of your level, such as floors that span the inside and outside of a building and thus see light from the outside. To fix the leak, you can split the floor mesh where it meets the wall.
By default, the direct light from a Spot Light actor may leak through walls, even when Cast Dynamic Shadows is enabled. To prevent this, you can enable Cast Dynamic Enlighten Shadows, or make sure the cone doesn't cross the wall.
Dark or black patches or spots can appear in areas with visible invalid back-faces in the contributing geometry. To make the back-faces easier to see (highlighted in orange), use Show > Enlighten > Radiosity Back-faces.
To reduce these spots:
Black or unusual splotchy lighting can also be a result of self-overlapping UVs in meshes. When authoring static meshes for your level, make sure the UV channel specified in the Light Map Coordinate Index contains no self-overlapping UVs.
Enlighten can prevent seams in the indirect lighting only when meshes are closely aligned along the edge where they meet. To minimize seams, make sure the lightmap UVs for both meshes are aligned, not at angles or with a large size disparity.
This is caused by a known UE4 limitation (UDN) which affects any lighting applied in the base pass, including Lightmass and Enlighten.
Enlighten has some optimized setting for speedtree assets. For new imported assets optimized settings, are automatic adapted. For existing asset, please try Re-import those assets.