Hey Sam,
thanks for pointing out that the lights mobility might be the issue. I am not too familiar with the engine code about lighting so I am just trying a lot of stuff out to fix this.
For us the issue is blocking our 5.5 Upgrade and I need to find a workaround regardless of whether it gets fixed in 5.6. Since we don’t build the engine source we cannot modify engine code to cherry pick the fix in the future anyways.
I could fix the static <-> stationary light problem by caching all static lights FPrecomputedLightInstanceData when they get loaded. After setting the level hidden or visible I always override their component data with ApplyComponentInstanceData(…). I guess the issue here is related to the OriginalLightGuid and the LightGuid. But it seems like the light wasn’t the only issue, since the image is still different.
Now instead of the completely wrong image as you can see in the reproducer:
[Image Removed]I get the following:[Image Removed]This is already better, but the meshes are still being affected by some additional lighting?
I tried to experiment with the StaticMeshComponents LODData and the saved MapBuildDataId in a similar way as with the light GUID but the result didn’t change.
Do you maybe have an idea what could be the issue with the meshes and how I could work around the issue?