I’ve been trying to find a good way to greybox and prototype levels for my game. I used to use BSP for that in UE4, replacing it later with meshes. With UE5, cubegrid is really powerful and I’d like to explore using it. Even for a simpler game I could use it for level creation without the need for meshes depending on the art style. The main problem I keep running into, is that static lightmaps don’t work with either of them in UE5.
My projects are usually set for low end machines, so no lumen, no virtual shadowmaps, no raytracing - just good old fashioned UE4 style baked lightmaps. But doing that continually produces terrible results:
- If I use cubegrid, even with ‘generate lightmap UVs’ and changing the result - unless the LIGHT actor itself is static, it doesn’t bake, just acts as though there is no shadow casting.
- If I use BSP, the same is true. Unless the light is static, it doesn’t bake.
The sun, for example, should be stationary - but this makes it so there are no shadows on the map for that light, which is terrible at expressing the idea of the final image.
I could go through and use hundreds of ‘blockout’ static meshes but that is inflexible and extremely backwards for level design.
I’ve asked a dozen times since UE5 came out but no one has ever answered, and it doesn’t seem like anyone else cares about this particular issue - but not everyone wants to use lumen, or hundreds of meshes. A level editor should come with a geometry editing toolkit that at least works.
So hopefully someone at Epic can see this and explain why it doesn’t work - because at this point, over a few years of trying over and over to make it work, I have no answer.