I suppose it could be that one of them is using a light function, but I have also seen examples from Epic where they used a giant cluster of point lights. I wish I could remember where I saw that. It would be so nice if one of the Epic devs came in here and explained the logic behind it.
Also, I’m pretty sure stationary lights don’t generate any kind of static shadow. They’re like partially dynamic lights because you can turn them on and off, but I don’t understand what makes them cheaper than full dynamic lights.
Yeah, but if it kills performance then it’s probably not a good solution. I’m more interested in understanding why it kills performance rather than figuring out a work around. There’s got to be a reason Epic limited it to 3 overlaps.