4.11: Packaged game lighting very different from editor or standalone game

I have recently upgraded my project from 4.10 to 4.11.2. Everything was smooth and the game in the editor looks exactly the same as in 4.10. In standalone game everything is perfect. But when I package the game, the lighting is very broken. First of all, the skylight is either missing, invisible or completely dark. No trace of it at all, which completely destroys the lighting. Even if I delete it and recreate it from scratch I can’t get it in the packaged game. They appear perfectly in the editor and standalone game.

Then, some spotlights have also become invisible, but if I delete them and create them again they become visible.

Something weird is that I cannot change static meshes’ lighting channels, they are greyed out. Is it normal?

Any ideas?

We’re seeing the same issue and you can repro with the starter content.

Hey guys,

I just tested this on my machine and am not seeing any differences between the viewport and the packaged game of the Starter Content. I will say there was a bug entered for 4.11 that dealt with the ‘Skylight’ not accounting for the indirect light bounces in standalone or packaged game, which could be what you were seeing. It was fixed for 4.11.2 which is the version I just tested. Try testing there as well to see if the issue persists.

In regards to the ‘Lighting Channels’ your object needs to be set to ‘Movable’ in order to account for multiple lighting channels. Let me know if you have further questions or need additional assistance.

Thank you,

I was using 4.11.2 so my issue hasn’t been solved yet.

I tried to reproduce Andy’s starter content example but I couldn’t, everything was fine… I guess there’s some kind of migration problem. Is there any way to completely reset the lighting or something?

I narrowed down the problems I’m seeing to static lights and Lightmass. I deleted any moveable or stationary lights in the starter level and then added a few static point lights. Things look OK.
After building lighting, things look all dark.

@ Gatherer,

This could be a migration issue, but what you can do is delete your ‘Saved’ and ‘Intermediate’ folders within your project’s directory to see if the resolves some of your lighting issues.

You can also select the ‘Force No Precomputed Lighting’ option within the ‘World Settings’ tab to discard your static lighting. Just rebuild your scene after switching over to this setting, then check it back off and rebuild again to get your baked lighting to return.

@ Andy Chang,

There is an issue right now with Static meshes that have been converted from BSP’s to render black when built with static lighting. This could be what you are seeing as I believe the default floor template was originally a BSP.

Another reason as to why you floor is rendering so dark, is because the material applied is a dark color and does not bounce lighting as well. You can see the difference by dragging the ‘Cube’ within the ‘Basic’ section of the Modes tab, and place it under the chairs and tables. When you rebuild your lighting, you can see the difference.

Let me know if you have further questions or need additional assistance.

Cheers,

Thanks for your reply, it did help in the starter project but not my own more complex project.

The problem I was seeing only reproed in a packaged build in VR. I narrowed it down to enabling VR (“stereo on” or the EnableHMD function) too early causing lightmaps to not load.

By waiting until my level was loaded, things work correctly. I was having trouble repro’ing in a test project probably because things were loading to fast to cause the problem.