Spawning static meshes with prebaked lights
Hey guys, I hope that you are doing fine.
I am trying to make an endless runner game for mobile. The problem is, When I spawn a new road block which is a blueprint actor it’s mobility in game would understandable be ‘movable’. And as you know movable objects can not have shadows baked in them (Am I right?). So I have a few options
- Render the whole scene in real-time with no help from pre-baked lighting (Meaning I should have a much better target platform which is not ideal).
- I should give up on the shadows completely (Not Ideal at all!).
- Use a combination of CMS(cascade shadow map) and modulated shadows, tweak some parameters to see if I can get a reasonable look with a good performance (This is what I am currently doing).
- Combine all of the meshes(using mesh proxy in ue5, or mesh combining in ue4), Export them into blender, Bake the lights directly into the texture, reimport it into UE and disable lighting for it, Use bloom and other material tricks to fake shadows and lighting (I like the sound of this option but).
So, What do you think I should do? Is there a way that I could implement the 4th option without having to use blender(or any other 3d software?) maybe I could add my static mesh into the level, build the level and use its shadowmaps as a texture later? is that possible? if yes then how?
A part of me says that I am overcomplicating things! But these are the only options that comes into my mind!