Light Importance Volume turns OFF the lights.
Seriously, this is weird.
Okay, to begin with, single light source, a star in the middle of a system with planets orbiting.
The sun is using emissive material (which works really well close up.) I turned on the LPV, put on a LIV over one of the orbiting bodies and it went from barely visible to solid black.
asked Jun 12 '15 at 02:29 AM in Using UE4
Lightmass Importance Volumes only work with Static baked lighting. They will have no effect on dynamic lighting or LPV.
With LPV there is a max distance that this can be used. You can set this in the Post Process Volume for the "Size" of your LPV.
In my test scene I setup I made sphere that is emissive with the flag to use with Emissive Dynamic indirect lighting (LPV) was enabled. The max distance you can have is 20000 which is about 200 meters.
You can visualize the LPV cells by going to the viewport > Show > Visualize > Light Propagation Volume. You will see a representation of the GI that is being used by the volume here. When you move too far from where the emissive color injection can be handled it will fade out leaving only the color of the directional light.
I hope this helps.
answered Jun 15 '15 at 04:00 PM
Tim Hobson ♦♦ STAFF
Okay, I figured it out on my own after several months. I did use https://youtu.be/TBzGWDbH0VU?t=53m19s. It was incredibly helpful. However, I realized that it would require multiple lights, and with the deferred lighting, every light is visible. However, I decided to do this by supplying the light on each player blueprint instead. Then, attach to the player, an invisible object (invisible to owner and visible to owner). Then attach the directional light to it:
Just remember to turn off collisions for the sphere.
answered Aug 01 '15 at 04:37 AM
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