Because when they are “static”, lightmass is able to generate static lighting for it. Otherwise I have to live with dynamic shadows and the results observed.
The wall on the right in the last screenshot is made of static meshes (manually assembled) and looks best.
waaaiiiit aaa minite here… Maybe Im just spawning the thing wrong :eek: Could be. :rolleyes:
So here is my little floor creation routine. I simplified the graph a bit:
This is the construction script of the blueprint:
The Base is created directly, then the CreateFloor function loops as required, then the CreateRoof function adds the roof.
The CreateFloor and Create Roof functions look like this:
They both call the PlaceComponent function which finally creates and places the component:
So I guess this the function that needs to be corected.
How does a proper spawning sequence looks like
Thanks for all help
**
Update: :)**
I just feel so stupid. So very stupid. Like I can feel my brain melting in stupidity and oozing out my nose. Please whack me with a frying pan… :o
I was hunting down some further info on this as : https://answers.unrealengine.com/questions/4742/is-there-a-way-of-changing-an-actors-mobility-in-b.html
which was a bit discouraging at first, but then thisone solved it:
I basically had to set the movability to static in the add mesh node… I completely missed the details panel option in this node. thought its a property that i change then on the spawned mesh.
And aftera bit of thinking its logical why: This allows to tweak the setting in a BP to static but only at spawning, not during ticking. So its suitable for the construction script
Now it looks much much better :
Only the vieport does not seem to reflect transforms when the actors are static. in the level they are created at the correct positions.
Thanks again for all the help.