1: Follow these instructions to activate LPV plus add a directional light with Affect Dynamic Indirect Lighting turned on.
2: Create a new Emissive Material with Use Emissive for Dynamic Area Lighting turned on (See Image) and apply it to your mesh on level.
3: In your dynamic directional light set its intensity to 0.004 (Anything below that disables Emissive Lighting).
Should work with the pre-compiled version(4.1 and above) from the launcher as well since enabling it only requires adding a line to a config file, though I’ve only tested it with versions I compiled from source.
It’s dynamic, lightmass is disabled, just follow that wiki link at the top.
Like I said, I heard about Emissive LPV on Twitch, Sneaky devs.
You will need to make sure that your Material has this enabled in the attributes for use with Dynamic Emissive. You will also need to make sure that you have a Directional Light in your scene with Dynamic Indirect Lighting enabled.
Also, make sure that you’ve enabled r.LightPropagationVolume=1 in the the ConsoleVariables.ini file in your engine installation folder.
You will also want to add a Post Process Volume that is unbound so you can adjust the LPV properties for a better look. You can test to make sure that you’ve enabled LPV by using the Show > Visualize > Light Propagation Volume flag.
Works then, 4 years later it’s broke. Tests in 4.18 indicate that LPV does not take light from Emissive materials anymore, or point lights, and any light injected is not occluded by geometry. Because it is an experimental feature I guess they dont really take it into consideration when updating the engine so a lot of new features have broken it. Anyway, Its about time they implemented a realtime GI solution : /