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Golding (Epic) stated previously that dynamic meshes are not compatible with static lighting:
So how do you do that? I mean, after removing the assert on line 44, what do you change on the code to make it support precomputed lighting?
Cheers!
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The reason it doesn’t work normally is because the example loads after the game has loaded so any baked lighting will obviously be incorrect, also if it changes then the baked lighting will also be wrong. If you have a mesh that is generated and never changes and is generated in engine prior to the baking process then it works just fine.