Static child actor components

Hi,

I was wondering if it was possible to make a child actor component static. I know there is an option for it, but it does not seem to do anything.

What I would like is to bake lighting on it, which is currently not working. Because if I reopen my level, all the lighting for child actor blueprints are broken. But if I use the same actor in the level but not as a child actor it works fine.

To reproduce:

  • Create 2 blueprints with both a static mesh component with mobility set to static.
  • Add one as a child component of the other one.
  • Set the child actor component to static as well.
    Place the parent in the world.
  • Rebake lighting.
  • Close map en open it up again.
  • It will tell you to rebuild lighting.

It would be awesome if this works, that would open a lot of possibilities for structuring art. It would also be cool if the spawning of it in construction scripts could be done statically just like with static meshes.

Will/can it be supported in the future?

Thanks!

Hi Roel,

Thank you for the report. This is not the intended behavior and it’s happening in 4.9.2 and 4.10. However, I tested this in our latest internal build and it is now working. You will see it fixed in a future update.

Cheers,

TJ

Any news on when this will become part of a release version? 4.10.1 does not have this feature. Will it be part of 4.11?

I think so, they have changed a lot of things about lighting, shadows and particles to the new version, as shown here: Paragon Feature Examples: Cinematic Lighting & Rendering | Feature Highlight | Unreal Engine - YouTube
The 4.11 version will be awesome!

Just to clear things up, it is indeed working in the 4.11 preview version.

Hello, It appear to me that this exact issue has come back in 5.5.4, it does not happen in 5.4.4