Im assuming this is happening because im using instanced static meshes and not a problem with playing the game, but when i run my game the distance field GI messes up. And it only messes up after initialization and the meshes are replaced with instanced static meshes (its a part of my game). ive used instanced static meshes and distance field GI in other projects and it doesnt have this same artifacting so im not really sure whats going on
on the left is in editor/immediately after starting my game, and on the right is in game
all static lighting is disabled. heres the settings for my skylight
Begin Map
Begin Level
Begin Actor Class=SkyLight Name=SkyLight_1 Archetype=SkyLight'/Script/Engine.Default__SkyLight'
Begin Object Class=BillboardComponent Name="Sprite" Archetype=BillboardComponent'Default__SkyLight:Sprite'
End Object
Begin Object Class=SkyLightComponent Name="SkyLightComponent0" Archetype=SkyLightComponent'Default__SkyLight:SkyLightComponent0'
End Object
Begin Object Name="Sprite"
AttachParent=SkyLightComponent0
End Object
Begin Object Name="SkyLightComponent0"
SourceType=SLS_SpecifiedCubemap
Cubemap=TextureCube'/Engine/EngineMaterials/DefaultCubemap.DefaultCubemap'
bLowerHemisphereIsBlack=False
Intensity=0.050000
RelativeLocation=(X=-384.000000,Y=256.000000,Z=119.952881)
Mobility=Movable
End Object
LightComponent=SkyLightComponent0
SpriteComponent=Sprite
RootComponent=SkyLightComponent0
ActorLabel="SkyLight"
End Actor
End Level
Begin Surface
End Surface
End Map
i dont know if this is a bug or some setting im missing but i really hope epic fixes this if it is a bug. im holding out hope for distance field GI since it seems to be a promising dynamic GI solution, and realtime GI has been the only feature really lacking from UE4