New to Unreal / game development here. For context, I wanted to have multiple lights around the map to correct the shadows and light up the landscape, however, I have a time and day cycle, so I wanted to change the how strong the lights are at different times of the day. Instead of having regular point lights, I now have actor blueprints with point lights so I can change them. Will doing things this way heavily affect the game’s performance and make it unplayable?
It depends what you mean by ‘many’. But generally speaking, yes, this will not be good.
When you say ‘landscape’, I’m assuming these lights are all outside, and that’s probably not good. It should be totally possible to get the correct effect just using the standard lighting setup ( directional, skylight, atmos, fog etc ).
If you really want to go down this route, then you can at least find out about dispatchers
That way, you only need to make one call, and you can change all the lights at once.
Also, turning off shadows on these lights will significantly improve things
Thanks for the response. I’ll check the video out.
By the way. What I am personally doing is having certain lights have different settings, so I am using this tag method to apply different settings for each light. Is this ok? Or will the game be unplayable? The game performs fine for me, but as the game gets bigger I am worried this will cause massive performance issues.
You can send parameters with dispatchers, so that might be a good way to get the info to these lights.
Generally speaking, a lot of lights will give you performance issues.
I’m assuming you have quite a good rig, but someone with a potato PC might find it just won’t run for them.
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