BakedLightmap in Godot 4: it is LightmapGI now

By Eduardo Orellana · Updated

BakedLightmap is called LightmapGI in Godot 4. In a Godot 4 project, BakedLightmap.new() fails to parse with Identifier "BakedLightmap" not declared in the current scope. Did you mean to use "LightmapGI"?.

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What Godot is checking

GDScript resolves every name when the script loads. BakedLightmap is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries BakedLightmap to LightmapGI and BakedLightmapData to LightmapGIData. Baking runs in the editor; meshes need a second UV channel, which the importer generates when Light Baking is set to Static Lightmaps.

Reproduce it

A Godot 3 script that creates a BakedLightmap in code, in a Godot 4 project.

extends Node

func _ready():
	var lightmap = BakedLightmap.new()
	print(lightmap)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "BakedLightmap" not declared in the current scope. Did you mean to use "LightmapGI"?
   at: GDScript::reload (res://answers/bakedlightmap-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/bakedlightmap-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A LightmapGI set to bake at high quality.

extends Node3D

func _ready() -> void:
	var lightmap := LightmapGI.new()
	lightmap.quality = LightmapGI.BAKE_QUALITY_HIGH
	lightmap.bounces = 3
	add_child(lightmap)
	print(lightmap.get_class(), " bounces ", lightmap.bounces, ", baked: ", lightmap.light_data != null)

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

LightmapGI bounces 3, baked: false

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1484, BakedLightmap to LightmapGI](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1484), [LightmapGI class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/LightmapGI.xml).

Questions

Can I bake lightmaps at run time?
No. Baking is an editor operation; the game loads the baked LightmapGIData.
Why are my lightmaps black?
The meshes need UV2. Reimport them with Light Baking set to Static Lightmaps, which generates it.