I’m working with the Sun Temple sample and have ported it to UE 5.
I turn up the brightness of these pointlights as such:
Upon rebuilding lighting, the changes go away. The properties themselves are still what I set them at… but the lighting has gone back to what it used to be.
If I go in and nudge the brightness up by 1 and then drop it back, the lighting looks fine again… until I rebuild lighting.
I have read through various google posts on this but nothing really explains what I’m looking at here when it does this. As far as I can tell this is intended behavior.
What would I need to do to get a level loaded with pointlights to change its lighting after I set the properties of the pinpoint lights themselves?
Note: I have changed nothing with the level on these lights other than their brightness. They are all set to static which seems to mean a great deal from what I’m reading.
EDIT: It seems Lumen does not work with static lighting, and that is the UE 5 default. That being said then… best practices - should we avoid using static point-lighting and set them to what instead (performance matters)? Would seem that stationary is the choice and static lighting goes away.
The problem you get after that is the overlap error where if you do not have static lights, you can only have four light sources at a time overlapping… not a problem on this particular demo if you are using static lights but a definite problem if you switch to Stationary so Lumen can use them.