Procedural generation lighting with blueprints
Hey all, I'm working on a relatively simple procedurally generated level for an FPS/Horror project I'm working on. Currently I'm only testing with a set of straight rooms to get the kinks sorted out. All the below rooms are blueprints that get spawned in at Begin Play (currently I have the screen black and fading in when the build cycle is complete). My main issue is that I can't see any option to set any lighting parameters for the room blueprints. I know they're gonna have to be dynamic because you can't build lighting at runtime, but I can't see any way to change that. Additionally, the lighting in the blank level is incredibly stark and looks horrible (even on static mesh objects placed into the level with lighting built). Any help with this would be greatly appreciated!
I'm starting with a blank level (based on the FPS blueprint for testing purposes)
asked May 13 '14 at 01:48 AM in Blueprint Scripting
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