LPV lighting from directional lights is working as it should, but switching on “dynamic indirect lighting” for point and spot lights appears to have no effect. I’m almost certain I was still using it a couple of month ago, but I checked in 4.10, 4.11 and 4.12 Preview 3 and it doesn’t seem to be working in any of them.
I can upload a test project to illustrate the issue if needed.
Quick update: I checked in UE4.9 and it doesn’t work there either. I’m starting to wonder if it ever worked at all or if I’m just missing a step to set it up correctly…
As a note: Point lights are not supported in general. Spotlights are the only ones that were added in 4.9 by Lionhead Studios. They did all the code work for LPVs and we just maintain it for the most part.
I did have spotlights working at one point in 4.9 as a test originally, but doing a quick test now I see that it’s not working in 4.12. I’ll be able to test this more in the next day or two, but just wanted to throw it out that I did have it work at some point. There shouldn’t be anything different about enabling this vs the directional light.
Just make sure the following has been done:
r.LightPropagation=1 to the consolevariables.ini file
Select the Directional Light and enable Dynamic Indirect Lighting (Required for any LPV GI to work!)
Select the Spot Light and enable Dynamic Indirect Lighting
This should be all that is required. I’ll let you know what I find when I get more time to properly test this.
I was almost certain that point lights are supposed to work, but I guess I was thinking of spot lights after all. It’s weird though to have the option on point lights to enable dynamic indirect lighting if it doesn’t work. Maybe that check box could be removed for the sake of clarity?
Either way, it would be great if spotlight LPV support could be re-enabled in a future update. Thanks for looking into it!
I’ve gone ahead and submitted UE-31196 for this one. Look for it to be addressed in a future version of the editor, but I’m not sure how soon it will be worked on.