Static lighting problem on shared streaming level
In my game, all the levels take place within the same building. So I've made the building a streaming level and stream it into each of my game levels.
It looks something like:
Repeat for Levels 2 thru n. In this set up the game level specific stuff lives in the Persistent Level (i.e. spawn point, objectives, pawns, triggers, etc.) and everything else is streamed in (i.e. walls, floors, ceilings, doors, sky, etc.)
I learned early on that if I want to build static lighting I'd have to have the Streamed_Building level loaded on it's own or else I'd have shadows of non-existent game level objects propagated throughout the building. That's fine, I can work around that.
But what I'm discovering now is that in Stand-alone/Packaged builds I'm getting different lighting results when my level is streamed in vs. loaded directly.
This is the expected result and what I see if I do ~open Streamed_Building.
However, this is what it looks like when the building is streamed in.
So my question is, what should I do? I'm going to investigate inverting my streaming set up to see if that might resolve the issue - but I'll curious to hear what the community is saying about this issue.
asked Feb 05 '16 at 01:59 PM in Rendering
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