Use Emissive for Lightmass?

Hi,

From what I have read so far, there’s no way to use emissive of the material with the lightmass, as in UDK? This is a huge let down in otherwise almost perfect engine. Some cases can benefit greatly from this feature (e.g. huge glowing screen, fluorescent lights or even used as sky portals to boost interior lighting). Is there any chance we would get this back (maybe there’s a way to enable it somewhere in configs already) ?

Thanks!

It’s gone unfortunately. But it is going to be used with dynamic lighting as LPV gets properly integrated.

One way to fake it is, set your emissive material and object and use a light source with the same color, and set the light’s Min. Roughness value to 1. This way you’ll get only the emissive material show up on reflective surfaces and the light source to emit light(without reflections.)

It’s a nice trick, thank you for the advice. Better than nothing, but that still won’t have as accurate of an effect as using static mesh as emitter. It’s a shame that they took out the mesh lights, it was one of the strong points of UDK, which brought lightmass rather close to imitating offine renderers. Hopefully, this would be addressed in the future releases, even as an experimental feature.

Again disappointed, another feature, ridiculous that you do not have this engine, as well?