I am working from the “Memory Game” sample supplied by Epic.
I removed all the objects in the scene, added a cube and a static point light.
The static light disappears after light bake.
The cube is static as well as the point light
There must be something in the World settings but for the life of me I can not figure it out.
That project was set up with the intention to not use any static lighting for that map. All the materials use an emissive texture so that lighting is not required.
You can change this by going to the World Settings > Lightmass > and unchecking Force No Precomputed Lighting
This essentially turns off static lighting from the map in question.
If you’re still having trouble just make a new map and everything should work as intended.
There was an issue with 4.9 that was resolved with 4.10 that would sometimes cause the lighting build to never fully finish. It would complete the light build to 100% if you were to look at the Log in Swarm Agent, but it would never fully send the light build back to UE4. This was only under certain circumstances and largely depended on having a particular object in the scene or removing an object from the scene. Needless to say, there were multiple reason it could cause this.
If you have access to 4.10 I would highly recommend using that build since it resolved that frustrating light build issue.
I am not really in a position move up to 4.10.
I did however find something related to the problem I think.
This is really strange but has something to do with procedural foliage. When the procedural foliage is pushed beyond a certain point, (not quite sure what that point is ), is causes the lighting to break. You saw my broken “blank” scene with only two elements in it. Removing all of the procedural foliage elements from the scene will not remove the “infection”. I rebuilt my scene piece by piece and confirmed the procedural foliage was corrupting the lighting. I know this is not much of a solution. However, if anyone else encounters this problem they should roll back to a version of the scene before procedural foliage and proceed with caution.
Do you have any direct steps you take to create this issue? If so I can try them on my end in 4.9 and see if I get the same and then try in 4.10 or our internal build of 4.11.
When you say the procedural foliage tool I assume you mean the Procedural Foliage Spawner and not the foliage tool, right?
I’m not sure that anything spawned with these are intended for use with baked lighting, so if there is some issue caused, I wouldn’t be surprised but would like to reproduce it and get that fixed where possible.