I’ve been working on the Blender->Substance->UE4 Workflow on the past few days and I would like to know if there were any way that a mesh, in UE4, could cast some light throught volumetric scatterring.
As you can see in the screenshot ( https://puu.sh/zgv0w/ee4f1b9679.JPG) I have some volumetric scattering on spotlight in the background.
But my meshes , the sign “EN”, don’t have any.
If the object is static, you can bake the emmisivity to lightmaps. In the details panel of the object, there is an option to ‘use emmisive for static lighting’, or something to that effect. This will bake the emmisive lighting to the world lightmap.
Bear in mind though that this method will not allow the object to move, nor will it allow you to make the light turn on/off.
To elaborate on Construc_'s post, if you allow an emissive material to bake static lighting, and you’re using 4.18 with Volumetric Lightmaps, then the static lighting will affect the volumetric fog. Density may have to be adjusted, or emissive contribution increased for a noticeable effect, but it’s possible.
Many for your answers to both of you.
Because I needed my mesh to change the intensity of the light in game, I ended up not using volumetric light scattering.
Adding Bloom in the camera is great tho.
@Kadeno I didn’t have more time to check this, but as you told you want the intensity to change, you might want to take a look at this article: Precomputed Lighting Scenarios | Unreal Engine Documentation from what I can tell it will cover your needs and with great visual quality.