# Baked lighting for AR doesn't work in Android preview/Build

**URL:** <https://forums.unrealengine.com/t/baked-lighting-for-ar-doesnt-work-in-android-preview-build/474458>\
**Category:** Rendering\
**Tags:** Shadows, Mobile, ARKit, light-build, unreal-engine, question, baked\
**Created:** [November 14, 2020, 7:39am UTC](https://forums.unrealengine.com/t/baked-lighting-for-ar-doesnt-work-in-android-preview-build/474458 "2020-11-14T07:39:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AutoVRse](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AutoVRse](https://forums.unrealengine.com/u/AutoVRse)\
**Post date:** [November 14, 2020, 7:39am UTC](https://forums.unrealengine.com/t/baked-lighting-for-ar-doesnt-work-in-android-preview-build/474458/1 "2020-11-14T07:39:48Z")

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We are trying to make an AR app. The scene currently uses one stationary directional light, one static skylight, and some static point lights. The baked lighting shows up on the viewport but not in the Android ES3.1 preview nor in the build.  
The meshes are set to movable as they can be rotated and scale in AR. The lightmap type is set to _force surface_, and _Use Lightmap Directionality_ is true for the materials.

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**Author:** ![AutoVRse](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AutoVRse](https://forums.unrealengine.com/u/AutoVRse)\
**Post date:** [November 14, 2020, 7:40am UTC](https://forums.unrealengine.com/t/baked-lighting-for-ar-doesnt-work-in-android-preview-build/474458/2 "2020-11-14T07:40:41Z")

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![321994-2.jpeg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/3/9/b39d5d49d0fb24376702ecd68416fb47c992e9a2.jpeg)

Also getting this black shadow when the mesh is scaled or rotated in the build
