Separate lighting between streamed levels
I'd like to prevent certain lights to affect other levels, which are streamed into the persistent level.
The UDK used to have option like Lighting Channels aswell as the option Only Affect Same And Specified Levels in the light properties, which would do the job I guess, but aren't available in the UE4 yet.
I am trying to achieve something like this:
which is done by baking the lighting in each level separately, which then leads to an error, telling me to rebuilt lighting, when streaming all these into the persistent level.
If I then rebuild the lighting in the persistent level, even when trying to disable levels by toggling the visibility off in the Levels Panel, I get this:
No bake lighting error, but unwanted light bleeding from the directional light in the left box (which would be the sunlight in my real level, the other boxes would be rooms the player can enter, which should not be affected by the sunlight).
Is there any workaround for that?
asked Apr 12 '15 at 06:59 AM in Rendering
Hope this helps :)
IG: AnaCarolina_Art ArtStation: https://www.artstation.com/artist/anacarolinapereira
answered Apr 26 '17 at 06:35 PM
Lighting channels are not possible with UE4 due to deferred rendering.
You also need to remember that anything in the persistent level will be in any sub-levels.
For instance, you're directional light source that is in your persistent level ("real level") will bake into any other levels, even if they are not visible.
In order to do this, you will need to have 4 levels using your example.
When you build lighting you'll need to do these all individually. Since the persistent no longer has anything in it, you will be able to make only the level 1-3 visible and then build lighting specifically for these levels. Hide and repeat for the next level.
When all is said and done you'll have no lighting errors.
I hope this helps,
answered Apr 13 '15 at 04:01 PM
Tim Hobson ♦♦ STAFF
The solution to not getting the "lighting needs to be rebuild error" is that once you've built your lighting separately, uncheck "affects world" on each light.
answered Nov 20 '18 at 07:24 PM
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