[Bug] Rotating movable static meshes lit as if static screws up their lighting
Hello all, I just discovered an odd bug in our project where we play with movable static mesh actors which have baked lighting (Light as if static).
If you move them during play, everything seems fine.
However, if you rotate them a strange issue occurs. Adding rotation somehow darkens the mesh. Running up to 180° rotation, the mesh becomes nearly complete black. Towards 0° the mesh returns to its original lighting.
I also made a gif to illustrate the issue. It's briefly interrupted at 180°.
This bug was reproduced as follows:
asked Aug 20 '15 at 12:27 PM in Bug Reports
I've entered a ticket for this because it looks like the volume light samples aren't being honored for the movable mesh when it's rotated. The ticket is UE-20233.
I'm not sure if this is actually intended behavior or not in the code, but it will be reviewed and I'll update you once there is any progress made on the ticket.
answered Aug 20 '15 at 08:20 PM
Tim Hobson ♦♦ STAFF
You can fix this by disabling "use lightmap directionality" in your material settings
answered Jun 25 '19 at 02:58 PM
This obviously is not a bug. The whole point of setting a mesh to have "static" lighting is to allow the engine to precompute a bunch of stuff so that the game doesn't have to at runtime. There is a direct tradeoff: you lose flexibility and some runtime memory and you gain more processing cycles in your game.
If you want to be able to rotate meshes without them looking bad, don't set them to be static and don't use static lighting on them.
answered Jun 25 '19 at 05:23 PM
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