Hi guys, I’m currently testing out creating a procedural environment so I started by creating a blueprint Actor that is placed into the world as a character is moving forward. (Sort of like what they do in endless runners I think). I am using basic cube for the ground and one for the bg since I’m just testing, but it got me thinking, how do I go about lighting and baking everything? In the end it’s not actually in the world until run-time. I want to light and bake everything out and use that in the end. Is there a trick or workaround for this? Thank you!
If the object isn’t actually there, then it can’t build the lighting for it. It might be possible to construct the scene and then use blueprints to hide the objects that shouldn’t be visible during gameplay.
Is there any way to maybe light some static meshes, bake the lighting, and the import all of those into a blueprint actor and have them retain their baked shadows?
Yes, that would be very interesting. What if I create a level only with the scenario assets exposed to lighting? A level that is never shown. Is there a way to spawn that specific actor (with the light already baked) in another level?
Cheers!
Alo.