I’ve got a little LPV test project that works just fine in 4.9 but when I open a copy of it (after converting in place) in 4.10 the LPV just doesn’t work
(yes, I did add the r.LightPropagationVolume=1 line to the consolevariables.ini file).
These are the settings I’m using in my projects to enable LPV. They work in 4.9 but they don’t work in 4.10:
Lighting and shadows
• Config
o Open C:/program files/Unreal Engine/4.10/Engine/Config/ConsoleVariables.ini
o Add r.LightPropagationVolume = 1 under [Startup], save and restart UE4
• Setup Mesh Distance Fields
o Project settings > Rendering > Lighting > Generate mesh distance fields
• Directional light
o Set to movable
o Intensity to 10
o Turn on the Dynamic Indirect Lighting
o Dynamic Shadow Distance : 1000
o Num Dynamic Shadows : 4
o Distribution Exponent : 4.0
• Skylight
o Turn off cast shadows
• Editor settings
o Settings > Engine scalability settings > Epic
If there was something missing, it wouldn’t be working in 4.9. As far as I can tell that either means that there is something extra you have to do in 4.10 or it just isn’t working at all (atm).
I didn’t have any problem. I set “r.LightPropagationVolume=1” per project under [SystemSettings] in “Saved\Config\Windows\Engine.ini” rather than setting it globally in ConsoleVariables.ini, so I didn’t even have to re-enable LPV or redo any settings going from 4.9 to 4.10. I didn’t convert the 4.9 project in-place. I had the engine make the copy of the 4.9 project and then convert the copy to 4.10.
If you get absolutely no detail in shadowed areas with just your directional light after disabling the skylight, it sounds like you’re not getting little or no indirect illumination from your directional light. I’ve no clue why that may be, but I’d first check the basics like the directional light’s indirect light intensity and LPV setting values in the post process volume. I’d start with all default values and keep the skylight disabled until it works.