For our multiplayer game we have a single persistent level with a precomputed lighting scenario that we want to use. The static meshes are all set as ISMs inside a streaming level that acts as a “tile” which we programatically create NxN number of on Begin Play.
I build the lightmap in the editor, and everything seems fine in our setup, but once I actually build for iOS and run the game on the device, our lightmaps are wrong and everything looks like it is darker and colored a mottle of black and green. I don’t get a “build lighting” error at all, and I’m creating the instances after I load the lighting scenario in begin play. Why is our lightmap not properly rendering on our level instances?