Optimize lightmaps in blueprints that create arrays of objects
Lightmaps in blueprints that create multiple instances of an object as arrays. Does UE4 optimize this lightmaps, or each instance of an object created by these blueprints has its own lightmap? So there is a need to optimize the number of instances that an blueprint creates, isn't it? There should be a good balance between size of the objects and the number of them so the number of lightmaps do not go crazy. Is there any recommendation of what the relation of size and number should be? For example, pieces to construct buildings shouldnt have more than 20 meters in any dimension. Is this right? Is a number extracted from what I can see in the mobile temple demo from Epic.
asked Feb 02 '15 at 09:51 AM in Rendering
LightMap create for each object in scene, and not matter instance, blueprint and e.t.c. If you talking about blueprints, which create a building from modular sets. They in scene look like one static mesh and have one LightMap.
answered Feb 17 '15 at 12:54 PM
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