Turning off lightmaps for select meshes

Is there a way to not bake light maps for only certain static meshes? In UDK, I have set certain static mesh properties to Resolution = 0 to force no light map bake. However, in UE4, it seems like it defaults to 4 as lowest resolution. Is there a property that I am missing? Thanks in advance.

You should change the mesh’s mobility to Movable. Also in UDK setting resolution to 0 didn’t actually turn off lightmaps.

Thanks Jacky!

Is setting the actor to Movable really the only way to stop it from affecting the lightmaps?

So…I can’t set static meshes to be movable if I want them to still factor into lightmass for bounce and static shadow casting. And I don’t want them to bake any lightmap since I want to make sure the lightmap packer doesn’t waste space. And, for performance reasons (and for reflection captures), I need to set my skybox back to static every time I bake?

I really cannot believe there isn’t a simple check box to guarantee a static mesh doesn’t receive a lightmap.

Hello, I’m writing from the future :slight_smile: yes this bug still exists in 4.17, there is no clear way to work around this issue.

It was finally addressed in 4.19! Static meshes now have a “Lightmap Type” property in their Lightmass Settings (under the advanced properties). You can set it to “Force surface” (same effect as the old “light as if static” setting) or “Force Volumetric” (which forces static components to be lit as if movable).

Even better: according to the tooltip, these objects will still generate static shadows and bounced lighting (it says objects still need valid UVs for that). Great for intricate geometry!

The problem is that if you set objects to “Force Volumetric” they are still wasting lightmap space. No sure if this the same for Set movable objects.