Why do i see Preview in my shadows? (Real-time only?)

Does anyone know why I keep seeing shadows with the words ‘Preview’ in them? I thought my project was set to be entirely real-time shadowed (using RTX shadows etc) as when i try and bake my lighting (which I assumed was the cause of the ‘preview’ shadow mask’ the output log states:

LightingResults: New page: Lighting Build - 28 Apr 2023, 14:56:54
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!

For information I am using Unreal 5.1.1 my scene is not intended for real-time/gaming purposes as I am only rendering out a sequence with Unreal as more of a render engine.

Is your directional light moveable?

Sorry for the slow reply (i got no notification you had replied)

No i don’t actually have any directional lights in my scene. Im using a Skylight for my ambient (vi a HDR image), some spot lights, and point lights, and a few rect lights. But no directional. The scene is set within a cave so doesn’t really need sunlight as it were.

Ok, but you can set all the lights to moveable :slight_smile:

That seems to have worked, however, isn’t there some sort of limitation with moveable lights? Like max 3 lights cant cast shadows on the same object(s) ?

You can’t have more than 3 ( I think ) overlapping moveable lights.

If you want to put lights anywhere AND not have the message, then you need to use static lighting, which means building light.

But how can i build lights? I get the error - WorldSettings.bForceNoPrecomputedLighting is true whenever I try and build them?

Are you using World Partition? I don’t think you can have static lighting then.

I’ll be honest im not sure, how do i check? I dont need world partition if i am using it im just rendering content in a single scene no real logic, BP or gameplay.

If you made your level from here

image

then you’re using it.

I dont recall, but i assume your probably right. Can i convert/revert it back to a simple scene rather than open world?

Unfortunately no, you need to rebuild the level… :frowning:

Ok, that sucks, but good to know for next time I suppose.

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