Summary
Docs say that baked lighting is now supported with world partition. But every time you load a level with world partition, the “Force No Precomputed Lighting” checkbox in World Settings will be automatically turned on even if you’d previously manually turned it off and saved.
What Type of Bug are you experiencing?
Rendering (Graphics / Niagara)
Steps to Reproduce
- Create a new top down templated project.
- Turn on Allow Static Lighting in project settings.
- Uncheck “Force No Precomputed Lighting” in World Settings.
- Add lightmass importance volume (so baking doesn’t take forever).
- Set volumetric lighting to sparse in world settings (so baking doesn’t take forever).
- Build lighting. Everything is fine.
- Save.
- Reload level.
- Notice “Force No Precomputed Lighting” is back on.
Expected Result
Force No Precomputed Lighting checkbox should stay off.
Observed Result
Force No Precomputed Lighting is on when reloading a level.
Affects Versions
5.8
Platform(s)
Windows
Additional Notes
Docs say that it shouldn’t work with Lumen. But I’ve never had trouble baking lighting with Lumen. At least, not for baked shadows. Anyhow, Lumen on or off, same issue. The checkbox comes back on.
Here is a quote from the docs:
"If you’re using Unreal Engine 5.5 or later, you can skip this section. World Partition is now compatible with baked lighting, and allows you to change the Force No Precomputed Lighting setting without disabling the feature. "
Well, you can change that checkbox, but it reverts back to checked when you load it back up. Same for new level. Works fine with regular non world partition levels.