I’d like to have a mesh not affected by a skylight.
I thought that the introduction of lighting channels in 4.11 would solve the problem.
So I downloaded it and discovered that there were no lighting channels for skylight actors!
When will this functionnality be implemented?
Meanwhile, is there absolutely no workaround to solve this problem?
Seems incredible that you can’t do such a thing while you can do so much otherwise.
Are skylights working for you guys in 4.11? Mine are completely black (or off) in packaged game (fine in the editor) after upgrading, had to revert to 4.10 where they work just fine.
Due to the fact that DFAO Skylights work best in Exterior environments and not interiors, I originally had to switch the skylight off when transitioning into interior streamed levels. I too thought the introduction of Light Channels would allow me to keep the Skylight on for the exteriors so when you look out windows the shadows aren’t pitch black. I really hope this happens in the future because it would be very beneficial to my game.
The only reason it’s not supported for skylights is that it would have added a lot to the implementation time. Simply supporting light channels adds overhead as each deferred pass has to do an additional texture lookup to get the channel info. An efficient implementation needs to skip that work when all lights and primitives in the scene are in the default lighting channel. So like any other feature really - we just haven’t gotten to it yet. Good to hear it would be useful.