Baking Light in UE5

  • Force no Precomputed Lighting–> Unchecked

  • Stationary Directional, Atmospheric and Sky Light → Done

  • Increased LightMapUVs

  • Unchecked Dynamic GI in Project Settings and Post Process Volume

Yet my Baked Lights are not right.

Iside:


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I have a roof so the whole interior is supposed to be completely dark?

Hey Okayja!

Important question. Is your roof a static mesh? Or did you drag in a plane/cube and morph it to the shape you want? Because you have to convert to static mesh to get any real light interaction. :slight_smile:

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also check uvs, see if you have correct uvs and if unreal converted these uvs for the lightmap correctly usually uv channel 1

open the mesh asset from the content browser, you will have the uv options and the viewer to check them

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You should show your outliner as well. We’ll need to see your settings for most things. However, Im suspecting your skylight is still lighting everything. Try disabling that (uncheck visible) and then bake. Also, like Mind-Brain said check to make sure ALL geo is static AND make sure your roof is two sided. We cant see the geo so its hard to figure out whats wrong.

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So I had everything set to static already. I am using Directional Light,Sky Light and Sky atmosphere all set to static. I increased the Indirect lighting intensity and Intensity of the Directional Light, rest is default.

I changed up the scene a bit, with a window in the wall.

Also for the Wall it says I have Lightmap UVs 50 %overlapping, even tho I build the Lightmaps from the General Settings, it’s also showing up in UV Channel 1.

Now it looks like this:



In preview it already looks like how I want it to be, with the Light through the Window.

Preview:

Do your lightmaps outside on Unreal, youll get better results. The in engine feature is a last resort. Also your padding is no good. You need more space between the islands.

Looks like there is something going on here.


But this may not solve your problem. It takes a bit of looking around to figure out the problem.

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if the uvs have shared islands (polygons on top of others to share the texture) I’ve noticed unreal will not create the UVs correctly.

I suggest looking for baking light for UE4 to understand how this workflow works.

why do you want to bake the lights anyway? what is the target platform for this game?

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Í don’t want to use Lumen, sure it looks good and is easy to use, but why would I literally use 4-5ms of Performance just for lighting when I can literally just bake it.

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