I’m new to lighting and after a few dozen attempts of building lighting, with it failing every time, I’m wondering what difference it really makes if all lights are moveable? If I create a brand new empty level and throw in a cube and a point light, the lighting will not build. It was an issue in 4.21, 4.22, 4.23, 4.24 and now 4.25.1.
I have tried quite a few things mentioned here and there, but the lighting simply won’t build.
Is there some secret setting we need to enable that the Unreal Engine has disabled as a default, the magic light switch?
LIGHTMASS IMPORTANCE VOLUME! ! ! - This sentence should be on the start up screen for every Unreal Noob. Leaving this here so that others can google this in the future.
Go through the lighting essential concepts course in the unreal online learning section
@anyone, Is it normal practice to parent the lightmass importance volume to a moving camera? And I agree with @Arkiras you should go through the lighting essential concepts course. Takes about an hour and it clearly explains what you are asking plus has a ton of other valuable info.
There is no reason to do this, as lightmass algorithm is for static light only. It doesn’t work during runtime, so it doesn’t matter if lightmass importance volume is parented to a moving object or stays in its place - it will not do anything.
@JJtyan Thanks, that makes sense.