Sky occlusion baked maps affecting foliage on other sub levels

Hi, I’ve got a problem that I can’t resolve, and I can’t understand how it’s possible!

We are developing an open world, and we have sub-levels. Our lighting setup is:

  1. Movable directional light (in persistent level)
  2. stationary skylight for exterior and interior (in persistent level)
  3. static lights in sub-levels.

Now, I proceeded in two ways and each of them has a problem:

WAY NUMBER 1
I create a level with assets affected by static lights (let’s call it gameplay_01), then I create a level with static lights (let’s call it effects_01), I open them together with persistent (that has world stationary skylight inside of it) and build them.
Then, I open landscape sub-levels one at time and build them with no lights (it generates about 100 black lightmap, I don’t know why it’s doing that, but you will understand later why I’m doing this).
In this way everything works in the interior and exterior, the only problem I have is this one:

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Everything ok, but when I add grass, and JUST GRASS (with every other foliage it works great) and just in THIS one sub-level, this happens:

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Grass foliage goes black… just grass foliage… every other things is ok, trees, bushes, rocks… everything ok, just the grass goes black.

So, I made everything in another way.

WAY NUMBER 2
As before I create the gameplay 01 level and the effects 01 level, I build everything but this time I open the landscape sub-level and in its world settings I set “FORCE NO PRECOMPUTED LIGHTING” to avoid lightmaps on the landscape and avoid this artifacts. This would be the best way to handle dynamic and static lighting together… the only problem is this:
I open the landscape sub-level

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Everything ok, no lightmap on landscape foliage, no artifacts… then I open a near sublevel with skylight AO baked and static lighting…

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And skylight occlusion decide to affect my foliage, just some foliage, not every foliage asset.

I really don’t know how to solve that! Is it possible that skylight occlusion is affecting my foliage on landscape?? They are on separate sub-levels! Maybe it’s some bug that don’t allow me to work with sub-levels that has “FORCE NO PRECOMPUTED LIGHTING” sets in different ways?

Hope you have some tips and a solution :frowning:

Thank you!

No one?.. I think this is a serious issue if I am doing everything well

I don’t have an answer, sorry but I’m intrigued. Why mix dynamic and static light? Never heard of anyone doing that before.

Gears of war mix dynamic and static lighting.
Static lighting is useful to create nice lighting scenarios in the interiors of the levels thanks to GI and sky occlusion, which makes your skylight darker inside of them… while in the exterior I use the dynamic lighting because of the sun moving and dynamic shadows on foliage.

Please help… this is really a huge problem for our project, thank you.