Lighting bug on mobile device?

Hi epic:
`Is there one issue of lighting within using movable attribute on mobile device? I used the ScifiHallway demo for test this issue. I find that if we set stationary as the value of ligting’s mobility attribute, and then play game with mobile preview mode, the scene will be lighted by the lighting. But if we reset movable as the value of linghting’s mobility attribute, then play game with mobile preview mode, the scene will not be lighted. So i think it is one issue will this mode. I will show the result both two mode. Can anyone give me some kindly ideas?

Thanks a lot.

Howdy,

Tahnk you for reporting this issue. I was able to reproduce the issue with the given steps that you have provided. I have written up Jira report UE-5046 and placed that issue into our bug database so that the issue may be resolved in a future release.

Thanks again and have a great day!

Hi, I took a look at this and there are several thing to note:

  • The light intensity is 0.1, so it’s very faint. You can see in the editor by switching to from ‘Lit’ to ‘Lighting’ or the ‘Detail Lighting’ view mode.
  • The materials used in the floor have a different lighting model when using a movable light; for a quick test, you can enable the ‘Fully Rough’ property and now you should be able to see lighting.
  • The light is set to not cast shadows. If you do enable this, then things will really get black. To get some ambient term, add a skylight.

Hi RCaloca:

  Maybe i have not clearly described this bug.  So i will show it again.  I have created a new map for validation it. In here, there are two roles, one point light  ,boxes and one direction light in map.  I just set movable as attribution of  the direction map, then build the test map. I also got the same result.   So please re-try and active this bugs.

 I upload three images for showing you the result and test map setting.

The first is test result with standalone game, the second is the setting of the test map, last image is test result with mobile preview mode.  

Thanks.

alt tex

If we changed the intensity of direction light. It is useless about lighting the role. So this bug is if we use the movable attribution of direction light, it has a bad influence to other light component(such as point light), the clearly result is point light will not lighted the area that they should do it.

The point light will only generate lightmaps (and only works as non-movable); the directional light will make lightmap if it’s static, and if it’s movable it will do a dynamic cascaded shadow map; however it will not have indirect/ambient, so you’ll need to add a skylight so everything in shadow is not pitch black.
On PC it ‘just works’ as it’s using the high-end deferred renderer.

Currently, my point light is static and direction light is movable and i got the same result with Mobile preview. I know. But i want to make clearly about why a movable light will make all the static light not luminescence.
if we placed a movable direction light and several static point light. Does the engine look static point light as the movable?

Dynamic point lights are not supported on mobile, they will get ignored. Only the static ones will be used for calculating the lightmaps.