With this approach, we’ve encountered intermittent crashes or lost lighting, which we’ve had to work around with engine modifications. In particular with FVolumetricLightmapSceneData, when multiple levels baked as standalone worlds (each with IndirectionTextureDimensions > 0) are loaded as streaming sub-levels, AddToSceneData treats each as the persistent level and overwrites GlobalVolumetricLightmapData.
We’d like to know if our structure of nested sub-levels with multiple levels of nesting is something that is supported by the engine, or if this is an invalid way to structure our content that we should handle differently.
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Steps to Reproduce
We have an empty, persistant level, which then loads other levels as streaming sub-levels (our 8 active arenas), and each of those are composed with additional sub-levels, including a lighting sublevel. With this, we intermittently get a crash on mobile.
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Hi Tommy,
The level setup seems reasonable based on your description. Is your game flow trigger in any case a scenario where more than one lighting scenario is activated at a given time? That would be something that isn’t supported by the engine.
Best regards.
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We did want to have two lighting scenarios active at once, but we were able to work around that and avoid it. At some point we should go over our engine modification crash fix, but it’s not super high priority right now.
Mainly we wanted to make sure the crash wasn’t because we were doing something invalid, so thanks for confirming.
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No problem, let’s revisit once time permits on your end.
Best regards.
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