Here’s a puzzler: I’m making a game with very stylized cel-shaded graphics and I like the smooth, hard lines and stark contrasts that I get with unbuilt preview lighting (e.g. when you move a mesh and UE drops down some really quick guide-lighting).
When actually building lighting, it looks Too Good; the realistic multi-bounce global illumination is obviously more correct but the smoothness of the shadows produces a lot of ugly speckling and weird gradients once the cel shader gets a chance to chew it up.
I know that you can get similar results to preview lighting by only using movable lights, but if the lights don’t NEED to move, I’d just as soon bake them and save the performance impact.
Is there some way (either via tweaking a combination of settings or whatever) that will produce lighting like the preview… But as a “production quality” build, which I will get with a packaged game, rather than just as a PIE placeholder?