Hi all. I have a scene that is using Lumen, I have quite a few lights, but most lights (at any one time) are completely obscured, yet checking the GPU Profiler they are still being calculated…
It is calculating lights that shouldn’t be affecting the scene - lights that are 3 floors away. Why is UE calculating these lights when there are several floors of mesh between the character and the light itself?
Here is a light complexity view of that part of my scene, where in my head, there’s only 3, maybe 4 lights that should be having an effect on the scene…
Hey! Yeah I’ve got draw distances set up on all the lights, but this is horizontally. I’ve got this hotel, so let’s say I’m on floor 3, the lights directly below me on the ground floor are still being calculated. I’ve set the ground floors lights draw distance to be appropriate on that floor, to be visually acceptable when you walk around, but because I am “close” to them even though I’m three floors up they are still being calculated.
I guess this is normal behaviour? Can you have draw distances differently for horizontal and vertical?
Am I going to have to use trigger boxes to kill the lights?