Unreal Engine 4.18 Released!

All that’s appreciated.

I think current situation of baked lighting in UE4 already suffice vast majority of projects utilizing baked lighting. But when it comes to those utilizing dynamic lighting, there’s really a big disappointment.

  1. Sun (directional light) still isn’t physically based. That’s a major block in way of achieving realism and staying “correct”.
  2. There is no Time of Day editor.
  3. CSM blocky shadowing still isn’t fixed. See hereand here.
  4. There’s no proper localized Image Based Lighting support.
  5. LPVs are neither production ready nor receiving any major improvements.
  6. For some reason ShadowDepths cost a ton as soon as a dynamic light interacts with a tessellated material.
    Etc.

I get that nor Fortnite neither Paragon would’ve benefited from any of this given one is heavily stylized and the other is an arena shooter within an static environment. But majority of projects these days are leaning towards fully dynamic environments and thus while UE4’s baked lighting is pushing to be world class, it’s dynamic lighting features are still way behind 2007.

Not blaming you for anything. Just think there could’ve been more balance between the two.