Lighting on packaged build broken

Hello, I have moved my project from 4.10 to 4.11. In the editor, and in VR preview everything looks correct.
But after packaging the project, most of the lighting is missing.
I’m at a loss for what might be causing this, can someone offer some suggestions?
I will provide more information if needed. Thanks.

  • Have you checked your Post Process Volume?
  • Are you building in Production and not preview?
  • Is foliage the issue?

Hi Victor,
I am building in production, and trying to package a shipping build. There is no foliage in the scene.
Post process volume is working fine in editor and VR preview.
When first opening the project in 4.11 from 4.10, I had to change the post process engine scalability option
from low to high to get the same look. My settings on those are view distance- near, anti aliasing low, post processing high, shadows and textures medium, and effects low.
Again, everything looks correct in the editor and VR preview, but not in the packaged game.
For example, I have projectiles that have point lights attached to them that normally light up the environment when fired.
In the packaged game there is no light from them at all. Thanks for your help.

After investigating further, It looks like what I am seeing is that all my baked lighting is showing up, but all my lights that are not baked are not showing up.
I still have no idea why this is happening.

So all my baked lighting IS showing up, but none of my dynamic lights that are set to movable show up at all in the packaged game, although they work fine in editor and VR preview. The project also packaged fine in 4.10. When importing into 4.11, nothing about the lights has been changed at all. Could this be a bug with 4.11?

Could be a bug, never hurts, but I have no problems packaging for lighting. But I don’t have your exact setup to troubleshoot. I don’t mean to make you “feel newb” or anything, but have you gone through [these Lighting guides][1] before? Were they of any help? I have a feeling that you just don’t have correct settings for your lighting. More information and screenshots would be greatly appreciated. Specifically of your lighting setup and settings. If [shadows][2] are a problem, try changing the values for your Directional Light in the details tab to this:

http://puu.sh/oETVT/c712173c30.jpg

-Like I said, we need more info, we need to know your exact lighting setup. There is a limit to the number of stationary lights in a scene.

  • Go through this [Performance Guidelines][4] and see if you can pick something out.

Hi Victor,
All of the movable lights in my scenes are not casting any shadows.
Here is a video of the previously packaged game in 4.10.

An example at 0:06 shows a green ball falling and casting light on the ground.
In the packaged game in 4.11, there is no light at all.
You can see when the orange projectiles are fired they also make orange light, but in packaged 4.11 nothing.
Again it all looks fine in the editor and VR preview. The lights just don’t show up at all when packaged.
This game is already released, and it was all working fine in 4.10. Unfortunately it’s getting a lot of negative feedback about the control scheme, which is the primary reason I need to get it into 4.11. (also for instanced stereo rendering)
I can send you the Unreal project if need be.

Alternatively, If there is a way to make the camera behave the same in 4.10 as 4.11, I may be able to fix it in 4.10.
In 4.11 I can now get the forward vector from the camera and plug that into the add movement input

However, doing this same thing in 4.10 does not work. If you know a way to get the same camera functionality in 4.10, that could also fix my problem.

I’m basically in 911 mode trying to get this updated so that 6 months of working 14 hour days 7 days a week for free is not all in vain, Thanks!

Hi Victor, I just did another test. I added 2 new point lights to the scene, one set to stationary, one set to movable, neither casting shadows. They show up fine in editor and VR preview, but when I package the game they don’t show up at all. I’m really thinking this is a bug.

Ok I just did a test with a 4.11 blank scene and the lighting IS being packaged correctly out of there, so it must be something in my project specifically that is causing this.

Alright, if you don’t mind, you could send me your project and I can take a look at it. Send me a private message on the forums with the link. I have the same name.

I’m going to to try what is discussed in this thread first,

If that doesn’t work I will send it to you. Thanks for your help!

Ok, I’ve found the problem, but I still need some advice on how to fix it.
The event begin play starts by calling 2 execute console commands.
The first is stereo on, which I see from that other post is probably being called to early. The next one is to put the game into the headset, which maybe you have a better way of doing. If I bypass these 2 nodes, the game once again packages fine, but it doesn’t boot into the headset without using alt enter on the keyboard. Here’s what the 2nd execute console command was. Perhaps there is an easier way to do this?
I need to add to to a new comment

Begin Object Class=K2Node_CallFunction Name=“K2Node_CallFunction_4727”
Begin Object Class=EdGraphPin Name=“EdGraphPin_17186”
End Object
Begin Object Class=EdGraphPin Name=“EdGraphPin_17187”
End Object
Begin Object Class=EdGraphPin Name=“EdGraphPin_17188”
End Object
Begin Object Class=EdGraphPin Name=“EdGraphPin_17189”
End Object
Begin Object Class=EdGraphPin Name=“EdGraphPin_17190”
End Object
Begin Object Class=EdGraphPin Name=“EdGraphPin_17191”
End Object
Begin Object Name=“EdGraphPin_17186”
PinName=“execute”
PinToolTip="\nExec"
PinType=(PinCategory=“exec”)
LinkedTo(0)=EdGraphPin’K2Node_Event_262.EdGraphPin_17147’
End Object
Begin Object Name=“EdGraphPin_17187”
PinName=“then”
PinToolTip="\nExec"
Direction=EGPD_Output
PinType=(PinCategory=“exec”)
End Object
Begin Object Name=“EdGraphPin_17188”
PinName=“self”
PinFriendlyName=“Target”
PinToolTip=“Target\nKismet System Library Reference”
PinType=(PinCategory=“object”,PinSubCategoryObject=Class’/Script/Engine.KismetSystemLibrary’)
DefaultObject=Default__KismetSystemLibrary
bHidden=True
End Object
Begin Object Name=“EdGraphPin_17189”
PinName=“WorldContextObject”
PinToolTip=“World Context Object\nObject Reference”
PinType=(PinCategory=“object”,PinSubCategoryObject=Class’/Script/CoreUObject.Object’)
bHidden=True
End Object

Begin Object Name=“EdGraphPin_17190”
PinName=“Command”
PinToolTip=“Command\nString\n\nCommand to send to the console”
PinType=(PinCategory=“string”)
DefaultValue=“stereo on”
End Object
Begin Object Name=“EdGraphPin_17191”
PinName=“SpecificPlayer”
PinToolTip=“Specific Player\nPlayer Controller Reference\n\nIf specified, the console command will be routed through the specified player”
PinType=(PinCategory=“object”,PinSubCategoryObject=Class’/Script/Engine.PlayerController’)
End Object
FunctionReference=(MemberParent=Class’/Script/Engine.KismetSystemLibrary’,MemberName=“ExecuteConsoleCommand”)
Pins(0)=EdGraphPin’EdGraphPin_17186’
Pins(1)=EdGraphPin’EdGraphPin_17187’
Pins(2)=EdGraphPin’EdGraphPin_17188’
Pins(3)=EdGraphPin’EdGraphPin_17189’
Pins(4)=EdGraphPin’EdGraphPin_17190’
Pins(5)=EdGraphPin’EdGraphPin_17191’
NodePosX=224
NodePosY=-32
NodeGuid=138FEA55413DB0AE356EC4BCB358DD67
End Object

Sorry that was too much text for 1 comment, had to split it up.

Ok, I fixed it. I put those 2 nodes a little further downstream and after a 1 sec delay. Now it’s working fine again!
Is there an easier command to call to pop the game into the headset other then that long string? Thanks for you help!
Epic Rocks!!!

  • VRCheatSheet
  • Basically Stereo On Works in packaged, might not work in editor