I’ve just upgraded a project from 4.14 to 4.15, and have started getting this error for my blueprint, which essentially spawns ceiling lights for an office.
It disables some of the lights, but leaves others enabled.
Obviously, this hampers the project, and didn’t happen in previous versions - can anyone tell me how to disable it?
Stationary and Moveable lights can’t overlap with more than 4 others with cast shadow enabled on all of them. Check your lights’ attenuation radii, the limit is 4 overlapping for moveable and stationary lights, or switch them to another light type. The limit has always been present in previous versions, you can open an older version and test it by placing 4 moveable or stationary point lights next to each other and then drag in a 5th one of them will receive a red X, that’s the one with disabled shadows. To quickly view the overlapping areas turn on Stationary Light Overlap view by clicking on the view mode drop down and selecting Optimization Viewmodes → Stationary Light Overlap, and it will highlight the overlapping areas in red.
But as I said, this issue was not occurring in previous versions, regardless of whether it should have been.
You may not have gotten the error message but it was most likely occurring, since the change in engine versions is the level different, has it been added to etc since the upgrade?
No - as I said, the issue was not occurring - all lights were casting shadows in 4.14 and prior.
I came to this thread as i just got the same error. Working fine and then suddenly the engine complaining and disabling shadow casting. What i did differently tho is i eneabled forward shading. thats when i got this error. Otherwise the lights were all casting shadows regardless of overlap.
Is it possible to crack the software engine and bug the program allowing to put as many stationary and movable lights as you want?
I’m having the same problem, and I already replicated the light setup, and the error persists even if i delete the lights, or only have one single distant movable light. Something is wrong. Before doing this I was using mesh distance fields. I turned that off and this started showing up.