Hello! We are doing the final polish and bug fixing before our game reaches its v1.0 release, and there are a few things that have bothered us but we have always put off fixing because it was not gameplay breaking.
This one is visually annoying and looks both bad and amateur. Our static lights do not bake lighting on any Blueprint furnishings placed in a scene. This has forced us to use stationary lights far more often than we would like. I spoke with one of the lighting engineers with Unreal and the Expo and he told me static lights should be baking on the blueprints, but I should post here with more details.
In the provided screen shot, you can see that the lighting has baked fine on pretty much the entire scene… except for the door and the radiator near the door. The character is also unlit… which is some error with the stationary lighting and only happens in this one location in this one map… but the static lighting ignoring the placed BP furniture is map and even project wide.
The radiator is an interactable object used by players and monsters alike, and the door is obviously an interactable object, which is why these are used as placed Blueprints and not placed static actors. I have considered lighting layers, and they are all on the proper lighting channels. For the longest time I had just assumed a BP is a copy and not the original so the lightmaps could not bake on them… which is why we relied heavily on stationary lights so they could also light the BPs, but the lighting engineer named John (Jon?) told me he was pretty sure static lights should still bake these… which has lead me to here looking for a better solution.
Anyone with any insight on this, or had similar problems?