Well, as much as I like UE4, the lighting drives me crazy. I am trying to get the lighting set up for an open-world-RPG.
Static lighting isn’t an option because:
I want a Dynamic Day/Night-change.
rebuilding the complete light everytime I move a single object is extremely inefficient.
When there are movable objects, they look pretty out of place.
Simply checking “Force no precomputed lighting” doesn’t look good either:
I haven’t yet found a way to disable the skylight in interiors, so they are very bright.
Another problem I am experiencing is this one:
This is with “Force no precomputed lighting” checked. But with static lighting it’s still there. Even more noticeable actually.
The cut off light between the tiles isn’t related to the textures. Also it doesn’t only happen with my custom tiles, but even with the standard-walls made by Epic, and on the example-map.
Maybe you have an idea how to fix some of the problems I’m having?