I made an actor blueprint containing a single streetlight static mesh, and a single static spotlight. I duplicate the spotlight blueprint thousands of times though my city level. In the construction script, I randomize the color and light intensity so it’s not so repetitive. This works no problem, I bake lighting and that also works. I save my scene and re-open and all my lighting needs re-baked because it’s changed the intensity and color of every light, invalidating the last light bake. So I try this again but after baking I unhook the construction script. Save, reload and all my lighting needs rebaked again.
So how do I randomize the intensity and color of thousands of instanced streetlight blueprints and keep my static lighting though loads and level restarts? Thanks.
Thanks for this idea and I got it to work. I can automate the mobility setting, but it appears that the “Affects World” checkbox is not controllable though construction script blueprints. There is a function called SetLightFunctionDisabledBrightness, but that does not seem to disable the light like “Affects World” does. So this would be a manual process every time I want to bake lighting correct? Or am I wrong and there is a way to disable the light in the blueprint? Thanks again.