Static lighting on big enviroment

I have had big problems to use static lighting. Is it possible to use it on big enviroment without massive build times. Feels like the vegetation actors and everything gets build even would have only one static light that should affect only very few nearby objects. Often also not getting any shadows from static lights (I think the build fails with vegetation and breaks it). Very slow to see results after each long buildtime. Is there some tips how to use the static lighting on large maps. Would only want to use static lights to bring light e.g. in house interriors.

I tried to use only dynamic lighting but those are so heavy for performance that can have only 1 or 2 dynamic lights (+direction light as skylight) at one time. Learned to use mostly spotlights only but those are quite heavy too.

All static objects will be part of the lightmass build, whether they are close to a light or not. Usually if you are doing a very large map then you need to use dynamic lighting, otherwise building the static lighting takes a long time and might be impossible due to memory costs, and even if you finish lighting it might take a lot of disc space to store the lightmaps.
For dynamic lighting you’ll want to limit the number of shadow casting lights, and try to use stationary lights instead of movable lights.

Thanks for help, :slight_smile: will switch back to dynamic only then. And check those stationary lights and try lights that dont cast shadows.