Point Light (Static) not working in Paper2D

Hi everyone,

I’m at the very start of a Paper2D platformer project (getting a feel of the workflow, experimenting with tilemaps and lighting) and I simply cannot get Point Lights, set to Static, to work.

I’m choosing to make most lights static due to the limitation brought on by clustering lots of Stationary Lights with a high attenuation radius. The short version of the problem is: In preview mode, I can see the light coming off of Static lights. If I play without building the lighting, the Static lights still work. If I build lighting, they go dark. They only become visibly lit again once I change the Intensity parameter, but they turn off again upon next lighting build.

The picture above is what I’m dealing with after the lighting is built. Were I to lightly fiddle with the Intensity value, the light would… well, light up again, but only until the next lighting build.

I’m basically as much of a noob as you can find when it comes to lighting. All I really want are simple, functioning lights, and eventually some flickering torches (which I understand I can do by scripting the attenuation radius to increase/decrease randomly) and perhaps a fancy parallax sun with good looking sunshafts.

But right now, I just want simple static lights that actually show up and I’m pretty lost on how I can make that happen. I haven’t touched things like Lightmaps, “normals” and Lightmass, since they seem more complex than “simple lighting”. How do I get those static lights to stick around?

I can provide more info if necessary and if I understand what I’m being asked to provide!

I’m using the DefaultSpriteMaterial, modified to the specifications provided by the developers of The Siege and the Sandfox (timed video link: 2D in Unreal - Getting Started With Paper2D - YouTube)

This screengrab shows my current setup for DefaultSpriteMaterial:

If I recall, the only changes are:

Shading Model: Default Lit;
Roughness set to 1;
Specular set to 0;
Emissive disabled;

I have also enabled Forward Rendering, and set the “Min Screen Radius For Lights” in the Culling section of Project Settings to 0 so I can - to my understanding - not have lights turn off when I zoom out far enough in Orthogonal view.

Edit: This is the material used on the Tilemaps themselves.

I think it might be something to do with sprites not having lightmaps? Is a different kind of matierial, no?

Or are you using lit materials?