In my test, I applied an emissive material to the default sphere.
The geometry was casting shadows from other lights as well as itself.
So if I set the geometry not to cast shadows, it stops casting light as well.
The sphere basically cuts a hole in the lightmaps if it’s set to cast shadows. So I feel like there’s a lack of clarity in casting shadows and casting light.
Can you provide some screenshots please? Also are you trying to use emissive static lighting? If so you need to enable Use Emissive for Static lighting in the mesh’s Details panel.
Hey Will_Maur
To use emissive static lighting, Turn this on using the new “Use Emissive For Static Lighting” option on shadow-casting components with Mobility set to “Static”. When enabled, Lightmass generates baked direct lighting from emissive texture sources.
This information was pulled from the 4.6 release notes which you can locate on our documentation page found in the link below.
Let me know if you have further questions or need additional assistance.
Cheers,