I made some progress on this question. It would seem I was looking at the wrong thing and conflated PrecomputedLightVolume with PrecomputedVolumetricLightmap. If you wish to access the PrecomputedLightVolume, you have to change World Settings->Lightmass->Volume Lighting Method to Sparse Volume Lighting Samples.
The following is the code to a function that should output “LightVolume not added to scene” or “VolumetricLightmap not added to scene” corresponding to the above mentioned setting.
void UTestLighting::CheckLight() {
ULevel *Level = GetComponentLevel();
FPrecomputedLightVolume *Volume = GetWorld()->GetCurrentLevel()->PrecomputedLightVolume;
FPrecomputedVolumetricLightmap *VolumetricLightmap = GetWorld()->GetCurrentLevel()->PrecomputedVolumetricLightmap;
if (!Volume) {
UE_LOG(LogTemp, Warning, TEXT("Volume returned Null"));
return;
}
if (!VolumetricLightmap) {
UE_LOG(LogTemp, Warning, TEXT("Volumetric Lightmap returned Null"));
return;
}
if (!VolumetricLightmap->IsAddedToScene()) {
UE_LOG(LogTemp, Warning, TEXT("VolumetricLightmap not added to Scene"));
}
if (!Volume->IsAddedToScene()) {
UE_LOG(LogTemp, Warning, TEXT("LightVolume not added to Scene"));
}
}
I will continue looking into this as I believe that Volumetric Lightmaps give a better visual representation of light, however I am not currently sure how to query them for specific information at a point in world space.
I’m open to suggestions should anyone come through here and find this.