How to merge static meshes with lights?

I’m making a game where I need to spawn a bunch of different types of rooms and hallways at runtime. The simplest way I found to do this was to create these room models and merge the static meshes with the merge actor tool into a single static mesh, then assign that to the static mesh of a “room” blueprint and spawn the blueprint at runtime. This works how I need it to, however I’m running into a problem when using static meshes that utilize emissive materials. It seems as though the final static mesh has basically no emissive lighting. Am I missing something in the merge actor settings that does this? Or is this approach to my problem just not the right answer?

This is what it looks like before I merge the actors:

And then this is what the final static mesh looks like:

There is no additional lighting in either scene except the lighting from the meshes themsevles.

is this using lumen? check the lumen scene. and i’m thinking… merging those meshes maybe generated lumen mesh cards on the outside of it and it is computing like a mesh “interior” being in full shadow.

also… you should not rely on emissive materials. they are unstable in the gi solution. use analytical lights, aka spot, point or area lamps. mega lights, if you use 5.5, should handle all of that.

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The project is using lumen, this is what the lumen scene looks like for both scenes

Pre-merge:

Post-merge:

I’m not extremely familiar with lumen, I tried all of the different methods for GI but there were no changes.

So I was able to make some progress. I created duplicates of the emissive materials, multiplied the final emissive color by 100, and got some illumination from the windows and streetlights. Its not nearly as good as the original but its some progress at least. For some reason it seems the emission gets reduced by a lot.

I got it working exactly as it should. I’m not sure exactly which setting it was in the merge actor settings that was the issue but this was ultimately the config that worked for me.

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