Static child actor components


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?


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.



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.