I’m having an issue getting baked lighting working with static lights in child actors or scene components. My game worlds are built from large modular rooms with each room being its own blueprint. I have a light fixture that I re-use a lot within different rooms so I would like to be able to use child actors so I only have to modify one blueprint to change the lighting, but I’m finding that child actors dont properly contribute to baked lighting. I thought maybe putting the lights in a scene component instead might get around the issue, but I’m finding that these have the exact same behavior. The really strange thing is that it seems like sometimes the lights do get baked but I still get the warning about needing to rebuild lighting. On the other hand sometimes the static lights in either the child actor or scene component suddenly start acting like dynamic lights.
Is there a proper way to have a single source of truth for static lights without either having to manually place both the fixture mesh and the light over and over within a blueprint, or without having to decouple the light fixtures from the rooms and manually place the light blueprints in the world?