Description

In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings

Steps to Reproduce
  • New a default level, delete directional light and only keep a static skylight; Put four Sphere Staticmesh actors into the level; Set two actors as Movable mobility, the other two Static mobility; Name those actors Sphere_Movable01; Sphere_Movable02; Sphere_Static01; Sphere_Static02
  • Create a Parent Material called MobileLight_M, Basecolor=1;Roughness=0.5; Expose Metallic Parameter; 
  • Create two Material instances based on the MobileLight_M; one is Metal called MobileLight_Metal_MI; and the other is non-metal called MobileLight_NonMetal_MI
  • Assign MobileLight_Metal_MI to Sphere_Movable01 and Sphere_Static01; 
  • Assign MobileLight_NonMetal_MI to Sphere_Movable02 and Sphere_Static02;
  • Set Sphere_Static01 and Sphere_Static02 Actors Lightmap Type= Force Volumetric; The other two keep Lightmap Type= Default in their detail panels
  • Build lighting; Switch to Mobile(IOS) preview;

You will see:

  • Sphere_Static01 looks much brighter than Sphere_Movable01
  • Sphere_Static02 is completely dark(Diffuse Lighting) compare to how Sphere_Movable02 looks

Conclusion:

ILC/VLM doesn't affect Static Staticmesh at all even they are set to Force Volumetric Light Type; Because of this, Reflection is fully reflected without any Ambient occlusions from ILC/VLM; Diffuse has zero lighting from ILC/VLM

See the Attachments(Screenshot&Project)

 

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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.23
Target Fix4.24
Fix Commit9123433
Main Commit10708034
Release Commit9552237
CreatedSep 23, 2019
ResolvedSep 26, 2019
UpdatedDec 13, 2019
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