You’re right, I wouldn’t ever bother designing around an experimental and incomplete feature like that. But if they broke it, then they broke it. Use a previous version of the engine, where it works, or find another solution/workaround to your problem.
Yup. Ahh well, no helping it. I will stick to point lights. I can drive it’s color from material in a blueprint somehow. Not a best solution, but well…
Wait what? Epic never used LPV, ever. Fortnite and Paragon use Lightmass.
Are you sure? I thought I saw in some old video showing directional light with LPV… but maybe I’m wrong. My bad… sorry.
By the way, by any chance you guys know if it’s possible to bake Volumetric and Character Indirect Lighting without actually baking static lightmaps?
FYI, emissive materials and occlusion can be re-enabled by disabling DBuffer decals.
Fortnite uses only dynamic lighting.
Right, they made a lot of videos about it and they just CAN’T use lightmap at all in Fornite as almost nothing in the scenes is static.
I don’t play this game so I don’t know but if there’s light bounces then it’s LPV or another dynamic GI solution, not lightmaps
UE4 does not have another dynamic GI solution LOL
You can use other GI solution with the engine Enlighten: Real-Time Global Illumination in Unreal Engine 4
The built-in GI is not the only GI solution in the world.
And Epic use modified engine versions for their game, they’re not using the public version
But only one that was available to general public. Do you have access to Enlighten?