I have a persistent level, in which one of the streaming levels it loads contains a landscape and, among others, a skylight. The skylight is set as movable and the option “Force No Precomputed Lighting” is checked in both the persistent and the streaming level, so there are no lightmaps baked. Now, the skylight works and shows fine when I Launch or Package the project while using the DK2. However, if I try it on the HTC , the shadows are all black (no enviromental lighting) and it’s as if the skylight is turned off.
So, here’s a breakdown on when the skylight seems to work and when not:
On DK2 it always looks fine.
On HTC , it works when I preview within the editor (VRpreview, simulate etc.). It also works if I try to Launch the level with the skylight as a standalone level. It doesn’t work, though, if I Launch the peristent, main level and or if I package the project and run the executable (which, by the way, has a bug of its own and I am forced to rename the executable in the bin folder to get it to run, but that’s for another day).
EDIT: As I note in my comment below, it seems the issue appears only if Ambient Occlusion is off in the project rendering settings.
I managed to reproduce the issue. But I discovered an extra detail which I’m not sure if this signifies a bug or if it just works this way. But the fact that it behaves differently between the DK2 and the is curious. I also had Ambient Occlusion disabled (for performance reasons) in the Rendering section of the Project Settings. When I enabled it again, the Skylight worked fine on the too. I found out this was the culprit by reproducing the issue on a clean project as follows:
Create one level called “Streaming” with a floor and sky and light and skylight and an object casting a good looking shadow that you can tell if skylight works or not. Create another level called “Persistent” which can be totally blank.
Add the Streaming level as sub-level of the Persistent one in the level browser.
Make both the light source and the skymap “movable”. Then set Force No Precomputed Lighting to true in the World Settings section for both levels and Build to apply. I went with dynamic lighting for the other project because baking light was taking too much time and the performance hit was not observable.
In Play mode, everything will look fine anyhow. Now, try to Launch the Persistent level both with Ambient Occlusion on and off in the Rendering settings. You will see that when AO is off, when the Streaming level becomes visible, the shadow is dark. Skylight is off. If you, however, try to launch the Streaming level on its own, it will look just fine.
After running through your repro steps on our end, I have run into a couple of issues. Could you provide the sample project that you are using along with a set of steps to reproduce this issue in the project? This will help make sure that we are seeing the same issue.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
Hello, yes it’s ok to mark this as Resolved. After a couple of firmware updates that have been released for the , the issue seems to be gone, so it probably wasn’t related to UE4 in the first place.
I meet this bug too.And my firmware for headset is newest. Skylight seems doesn’t work after packaging the project and running the executable. Static mesh shadow is still black when the sky light is movable.
Think for performance,i can’t turn on AO(Ambient Occlusion).