Hi
I have a Persisten level with enviro sublevel, and a additional sublevel with some additional graphics like few rocks. I Want to have baked lightmaps on level, but i dont wanna to do separate dupplicated sublevel of enviro just to have it with rocks and without them.
How to make this work without copying stuff and baking 2 times same thing.
I have seen this topic Dynamic door baking lightmap - Rendering - Epic Developer Community Forums but its about other stuff…Do you think the solution would be the same ?
Hi Dziobson,
If you need static lighting for the rocks and you want it to be different for each level then you’ll need to bake them twice and just switch out the levels.
However, if you don’t care about it being statically lit, you can just uncheck the option for the rocks to cast static shadow and load them in. This will have them use the Indirect Lighting Cache to light them. If you don’t have any stationary/dynamic lighting in the level and are solely using static lighting you will not get shadows cast onto or from these rocks since they would be only dynamically lit, and get their bounce light from the indirect lighting cache.
This page in documentation can help explain more about the Indirect Lighting Cache if you’re not familiar with it: Indirect Lighting Cache in Unreal Engine | Unreal Engine 5.1 Documentation
-Tim