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 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?

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.