Before anything, apologies if “C++ Gameplay Programming” isen’t the correct section to post this question, but I couldn’t find a better one.
I’m developing a product which creates static geometry on the fly at runtime (using the 20tabs/**UnrealEnginePython **plugin and/or C++ directly), which in turn requires lightmaps/distance fields to be baked so it can have it’s static light properly rendered. The cooking time is not an issue… I just want to known if it’s possible to use the editors cooking system to cook such maps in the actual game itself (not the editor) when new geometry is procedural created at runtime.
Also, if it is indeed possible, would be nice to find some documentation on how to port the lightmap/distance field baking system from the editor to the game itself for release.
Off course, would be nice to known from Epic if the unreal license allows for shipping a game that uses the “cooking” system to cook lightmaps/distance fields at runtime?
thanks in advance… any insight is mostly appreciated!!
I See… so any type of light baking that needs to happen at runtime for runtime procedural static geometry needs to be developed by us then, correct?
In that case, is there documentation explaining the editors lightmap system?
Information like file format, what data needs to be baked, how unreal applies the lightmap data to the geometry at runtime, does it uses faces UVs, etc.