Building lighting is not reproducible
I have a scene that is simple. It's created by creting a big box brush, then subtracting a slightly smaller box brush from the big brush, then placing camera, point light, skylight, and sphere reflection capture inside this cavity (so, the "game board" is the inside.)
This has worked fine on PC (SM5) and Android (ES2) for a while. However, suddenly the Android target became all black, and nothing I did would turn it un-black.
Finally, I added a little bit of emissive color (0.05 times my diffuse map) to the material of the game board (on the inside.) And, when re-building lighting, the environment was no longer black. Now, each time I re-build, the pre-computed lighting on the wall becomes brighter!
My guess is that the lighting environment somehow captures the reflection/skylight environment, before it is re-calculated, and if this is black (as in "boostrap" state,) it doesn't actually get any lighting, and becomes black.
I think this is only for ES2 targets -- when I switch to SM5, it works, and building is reproducible. However, switching back to ES2 target, the level goes back to black; it doesn't re-use the SM5 bake. Also, deploying to the target (Android) device makes the level still black in that case.
See the screen shot of the simple scene set-up:
asked Nov 28 '15 at 06:58 PM in Bug Reports
After further testing and more research I have discovered that this is a known issue. I was also able to reproduce this in a fresh project using Shader Model 5 settings. This only occurs after you have converted a BSP to a static mesh and does not affect other Static Mesh's or non converted BSPs.
The ticket number for this is UE-20638
I do not have an ETA for when this issue will be resolved but please refrain from using converted BSP's in your project so you are able to avoid this issue. NOTE: Using movable lights in this scene seems to work as you would expect. I am adding this thread to the comments on this bug so we know more users are having an issue with this.
Thank you very much for reporting this issue to us.
answered Dec 02 '15 at 04:55 PM
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