Light probes (ambient lights - cubemap light projectors) in fully dynamic scene

totally agree! Lightmaps are a big load of work to get good results from on a per asset basis - so making the dynamic solution more feasible would be great. As epic themselves acknowledged, the fully dynamic solution needs some serious improvements, and I concur especially in comparisson to what ue4s rivaling products have on offer. And I don’t think this means getting a fully dynamic GI solution i the near term. Improved light probes for dynamic scenarios would go a long way. the current version with r.diffusefromcaptures 1 doesn’t produce anything close to usable imho. Instead I currently have to rely on ssr for reflection and faking bounce light by placing point lights with a large attenuation radius, inverse square falloff turned off and intensity between .1 -1.0. The point light hack isn’t that bad but not having any reflection contribution to materials is kind of not good in an PBR era.