@Chosker is right, i want to use the VLM for cheap GI.
I could have written my request better, sorry for that.
I only want to bake the VLM but not the shadowmaps, since the shadowmaps are very time consuming.
It is not planned to change the lighting in my levels on runtime, therefore it would be no problem to have static GI from the VLM and dynamic shadows.
I practically achieved what i want already, but i still have to build shadowmaps on top of the VLM. (just to disable the shadows from the light after baking.)
It is possible to build the VLM without the shadows from the Directional Light, but then everything is too bright, this is why I asked if there is a way to disable the building of shadowmaps. (Since the VLM is calculated via Raytracing it should not be a problem to calculate it based on a non moving dynamic light.)
VLM currently is the best option we have for GI in UE4 (if you dont change your sunlight too much), LPV is bad, SSRTGI is not in the engine, VXGI is nvidia-based and therefore no option (ue4 already runs worse on AMD than nvidia, dont need to make it even worse with vxgi. (I hope this changes with vulkan…))
For me, VLM with a dynamic light would greatly enhance the visual quality of my stuff while lowering system requirements. (And I also would not need to rebuilt lightmaps when i move something around while patching a bug etc.)
Building Lightmaps is so time-consuming (even on an 8core cpu) that I simply cant make use of it in a way that wont break my workflow. (i also get a lot of artifacts with shadowmaps on actors that were merged to reduce drawcalls etc., and I simply dont have enough time to find the issues and fix them.)
EDIT: Pictures of my experiments with VLM and ILC (tried both, both in theory work without static shadows, but picture is ILC)
Technically, VLM seems to work somewhat like the LPV, but it only calculates the one “frame” while building and stores the information in its grid. (i see no reason why it should not be possible to calculate this information based on dynamic lighting, the shadows are still there and can be accessed to calculate the correct information.)