So I am trying to come up with a very temporary solution to turn off the allow dynamic indirect light on all meshes in a level.
I am using lumen and messing around with the emissive material issues trying to find the best solution.
I want to change this for all mesh in a level. Is it possible? I couldn’t figure it out.
You could do this?
But there is probably a better way of doing it. What are you trying to do?
So I have been trying that but run into this issue where it wont connect for some reason? its target wont come from the static mesh component
1 Like
Oh sorry, I am trying to have it so the emmisive materials on a mesh in the level do not emit light but still look emissive
1 Like
Drag from the loop pin, and search directly.
I think if you’ve got Lumen on, you will get bounced light. That’s the point of it
The issue I was having was this splotty light
from the emissive lights
Splotty light is Lumen, I’m afraid
You can reduce the effects, see here
I’m aware emissive surfaces should not replace analytical lightsources, I mention this only in case this behavior is unintended; Emissive surfaces seem to completely stop emitting light in the LumenScene/SurfaceCache when scaled below a certain size:
[Emissive surface disappears from lumen scene below a certain size]
Seems like theres some non-uniformity to it, for example making a 95x95cm plane won’t emit light into the surface cache, but a 50x126cm plane will work just fine.
Als…
But if you want it rock solid, you’ll need to Lumen off.
Imma Try those!
So this weuird issue it wont let me get that pin, I can only grab the lighting component one which doesn’t work with the static mesh actor and its driving me crazy since I know you found it
any idea?
Like idk why mine dosent have it
Hello,
Notice the color of the input on his ‘Get All Actors Of Class’ node - I think he is getting ‘Object’ type and you are getting ‘Class’ type.
ok that would make sense, i just saw the one above he showed was a class reference but how do i switch it since i cant find a dif way to do that?
cause then the output is an object reference
What is the parent of the blueprint you’re in?
It probably needs to be actor.