I’m getting the error: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS, SHADOW CASTING DISABLED.
I realise I had to many movable lights overlapping but when I changed them to static and rebaked I’m still getting the error even if I force no precompute with no lights its still there.
Also the spotlights it has labelled are not even there.
Hello, I’m sorry I don’t know the answer for you (I have that error in every project in 4.19 too…) Can you PLEASE tell me how to BAKE lights? (Is that the same as build?) Unlike the CGI community, people here seem to be offended by newbie questions,. (at any rate they refuse to answer them…),
I do not see anything called BAKE or BUILD,. :0 ;") THANKS!! Good luck here, :~| Let me know if you need any assets,… 3D Models, Mo-cap files, Sound FX, Kontakt libraries, etc. I have 23 years of collected assets from working at Warner Bros, Praxis Film works, Activision etc,
Hi, I have had the same issue once I upgraded an ancient project of mine (from 4.11. to 4.19) and enabled forward shading. I am not sure how I solved it in the end, but I ended up deleting most of my lights and recreating them.
@ NextWorldVR: Yes, static, prebaked, prebuilt and precalculated lighting refer to the same process: When you click “build”, a separate program called Lightmass calculates all the lighting information (lighting + shadows) based on all of your STATIC lights in the scene (not from the dynamic lights, but will calculate static lighting from Stationary lights if it is allowed on a per mesh basis). The result is stored in huge lightmap atlases and are blended in with other factors when pixels are shaded during the runtime rendering process. This way you do not put the burden of calculating all the shadows on the hardware at runtime. Also, you get much higher quality shadows (with nicer falloffs) than from dynamic lights (today’s mainstream hardware just cannot do it in real-time with a lot of lights, it’s too much). Of course there are a few things to watch out for and also disadvantages.
I kind of know what you mean with getting replies on the UE4 answerhub. Maybe 10% of my question get responded to, usually I return after a long time to answer them myself (maybe somebody else can learn from it). I have been working with UE4 for three years, if you have questions just drop me a comment, and I will see if I can help! Best!