Found a bug.
I set up a basic emissive material.
Use it on a static mesh and click “use emissive for static lighting”
Bake the lighting and i get an emissive on the world. Woot.
I am using this as a bound card. Thus i would like it hidden in game and make it so it does not cast shadows in the scene as well. I only want it to emit light.
However, Making it not cast shadows will make it NOT emit light from the emissive. This feels like a major bug to me as i don’t want an object that is hidden to cast any shadows at all. BUt i can’t turn them off or else the object wont cast emissive light.
A hack to get round it for now is to have cast shadow on, so that it lights the scene, but then turn it to shadow indirect only. At least this gets rid of most of the hard shadows. Not ideal but it kind works.
Yup, I just stumbled into that same bug. It still exists.
Or maybe it’s not a “bug”, but a logic where it says: If it can’t darken the environment, it also can’t brighten it up. The behaviour should be named differently then IMO.