I wanted to test out UE5 lighting with and without lumen, I’ve made a test project using the third person template, which comes with ThirdPersonMap and lumen enabled by default. In order to re-enable static lighting I’ve followed the steps to disable lumen in the project settings (lumen settings documented here Lumen Global Illumination and Reflections in Unreal Engine | Unreal Engine Documentation). But I can’t disable “Force no precomputed lighting” in the world settings, because it is greyed out
Anyone know how to fix this? It might be something to do with ThirdPersonMap by default being a “world partition” level, because if I start a new level with this dialogue
then “open world” → that option is greyed out, but “basic” → option is not greyed out. Which suggests open world levels don’t support static lighting? Can’t find anything in the docs about this. Is there a way to convert an existing level back to normal so you can enable static lighting again?
Hi @VictorLerp, Can we have some intel about baked lighting in OpenWorld Levels?
I read the documentation about Levels without finding information about specifics usecases.
I’m interested about using OpenWorld levels even for small maps on VR device because if I understand well, it’s implement the OneFilePerActor functionality that reducing merge conflicts when multiple teams members working on a same level. Am I right?
I have similar issue, I want to use data layers with static lighting, force no precomputed lighting being greyed out doesn’t allow it. I don’t want to use lumen, is there any way to force it to work?
For complex indoor lighting scenes with many lights, is there a workaround with a lumen enabled project to selectively prioritized baked lighting instead?
we have the same problem. world partition do not support baking static light, we have a lot of dynamic point lights indoor, so FPS is not good. we need to bake to.
Epic should understand that this is a very important feature, not only for Mobile and current gen hardware, but also for nextgen for certain types of games.
Delete world partition, if your object dissapear reload the project by File > Recent Files > YourProject. After reload you can disable force no precomputed lighting, I do have this problem all the way from the start.
I noticed that the related ticket were removed from the roadmap board.
However, i also found the reporter of the ticket posted an article which mentioned that
Basic support for static and volumetric lightmaps is being worked on for a UE 5.5 release.