Lightmaps inside blueprints?

is there any chance to get lightmaps saved into blueprints?

i have a modular building tileset, that can be exchanged during gameplay. is there any chance to use static lighting anyway?
i placed all objects that are contained in the building inside a blueprint. also the lights. everything is set to static.
placing the building and lightcompile works fine.
but placing this building then again in another level, destroys its own lightmaps, so i have to recompile. is there a chance to rescue the prebaked lighting for the blueprint itself?

Hi Aphexx

Unfortunately, this setup will require you to rebuild lighting if you change any of the elements. There is no way currently to access the lightmaps that are generated. These are built for each corresponding level and instance of the object in the scene.

Tim

thx tim! so how would i go from here? could i use sublevels, place all the components there, bake light and then load them when required?
if so, how would i place them ingame, can i use helper objects to attach sublevels with their origin to it?

Sub-levels are definitely an option here. This is something that I’ve tested in the past successfully for another user.

Post here with sample project: Lighting streamed levels located at the same place - Rendering - Epic Developer Community Forums

Some key things to remember when baking the sub-levels, and this may be redundant info but I’ll list anyways. :slight_smile:

  • Any lights in the persistent level will be baked to all lower levels.
  • lighting needs to be baked independently for each level
  • Changes in 1 particular sub-level do no necessitate building lighting again for all sub-levels.

My setup for the test project in the above link:

Levels:

  1. Persistent (only had my player start and platform to stand on)
  2. Level 1 - has same geometry as level 2, and it’s own lights
  3. level 2 - has same geometry as level 1, and it’s own lights

Make sure to have the Levels Tab open.
To build lighting properly for all the sub-levels I would have the persistent visible and the sub-level I wanted to build lighting for visible. All others would be set to not-visible.

Once lighting built. I would hide that sub-level that just built and make visible the other sub-level and build lighting.

I then setup the BP to switch levels on key press or a delay, I cannot remember exactly at the moment.

It can get confusing with all the different sub-levels and not having the ability to use folders in the level panel can add to that, but with some good naming conventions that may help organize a little better and it can be done via this method.

if so, how would i place them ingame,
can i use helper objects to attach
sublevels with their origin to it?

I’m not entirely sure I follow you on this one. Maybe a little more explanation?

I’ll attempt to answer anyway though. :slight_smile:

The sub-levels will be like any other level. The placement of the object in that level will determine it’s location. If you need to place these levels then World Browser may help further since that can do tiles for level placement. I’m not too sure of the specifics since I’ve not really used World Browser at this point.

Let me know your thoughts or if you have any concerns.

Thanks!

Tim

thank you tim, this is some valuable info! it seems this can be a solution!
to be more clear on the placing issue i have to clarify.

in my example i used buldings, because it is more common and better to think of.
but what we really build, is a modular spaceship that can be walked through in FP.

in our game you can fly to a spacedock and place all modules on a custom basis to each other. (in a 2d gameplay element)
so the system has to cover following needs:

-individual lighting bake to each module that won’t break
-ability to snap any module to any other module. based on player choice

the placing of the sublevels is the thing.
even if we make the “spacedock”-interaction element a stylized 2D screen, the final ship always be a highly customized 3D arrangement of sublevels.
so when the player arranged all elements of his ship in the 2D screen, the corresponding 3D shipmodules have to be placed in this manner.
for this we need a reliable solution. be it a grid based placing or a placing on sockets or whatever currently i do not have a clue :expressionless: