as I am getting into UE4, the first challenge I’ve made for myself is to recreate functionality of Wolfenstein 3D game. I’ve already hit a roadblock in lighting the scene. Basically, the game level will be multiple separate rooms lit by many ceiling lamps:
1, If I make ceiling lamps static, I can bake the lighting down, which I want to do, but then movable actors are completely pitch black.
2, If I make ceiling lamps stationary, then I always run into the limit of 5 overlapping lights, so it is a no-go.
3, If I make ceiling lamps movable, then all is lit, but I lose the benefit of high detail and low-performance-taxing baked lighting
So my first idea was to assemble a custom lamp blueprint actor, which will always contain two lights - one static for baked lighting, and one movable, which excludes all the static meshes, but this would mean that I could not cast shadows from dynamic actors onto static meshes.
I am fairly sure this is a kind of scenario UE4 developers run into pretty much on daily basis, so I would like to ask what is a common workflow for making this work.
Thanks in advance.