Hi! I have been working in Unreal for many years, but this is the first time I have encountered such a problem. When I bake the light, there are no bounces at all.
Everything you need is marked with static, everything is fine with UV, you can not offer these solutions, they have been tested for a long time.
The screenshot shows that there are no bounces. At the same time, the force of the bounces is multiplied by 100, and the brightness of the sun by 1000, but there is no effect.
Strange. You could place a Point Light (Static) inside your walls and try to bake again? Just to be sure that it is bake’able on the inside. (could be a problem with normals, and so on …)
Tested with point light. Normals is ok. Anyway this is my model, and i am sure, its ok. I have done test earlier, if i migrate project to empty, it will start to work normally, but after some time bounces will be dead again.
If the project isn’t that big you could try to create a new project from scratch instead of migrating the whole stuff into another one. Just to check if it behaves differently to only migrating the whole bunch. But the fact that migrating solves the problem for some time really sounds buggy. Could be worth a bug report. But I’ve no further ideas anymore.
I can’t move project easily, it is huge. No postprocess for now. Deleted every light from scene, except sun, so i can see clearly what happening, but no results…
Delete the sun too? Maybe some settings prevent the light from bouncing. Because, if the static point light you placed for a test is bouncing, it may be a good idea to re-create the whole lighting setup.
Try to delete every light source. Then again, a new static point light inside would be good. Just to be sure about the behavior?
To check if some asset is intefering, you just start deleting a bunch … and then bake Try to start with bigger stuff like EnvironmentSpheres, Horizon objects and so on …
I had the exact same problem. Solved it by setting “generate lightmap UV” on my meshes and removing “UE4 compatible lightmaps”. I was trying to use default cubes from Unreal, but they don’t want to work properly with GI for some reason, so I copied them and did these modifications.