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Normal map doesn't contribute to baked lighting

Baking lighting with "Use normal map for static lighting" option turned on and off produces almost identical results - normal map doesn't contribute to baked lighting and yields improper shading (as if it was a low poly mesh lightmapped, no details normal map should provide are visible).

This is original thread where it all started (with comparison pics): https://forums.unrealengine.com/showthread.php?113566-Lightmaps-vs-dynamic-lighting-over-mesh-terrain-issues

Thanks for looking into this - it's a critical issue for me (and probably many who use baked lighting).

Product Version: UE 4.11
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asked Jun 15 '16 at 01:43 PM in Bug Reports

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motorsep
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avatar image Barzum Jun 21 '16 at 08:17 PM

I have the same issue(

avatar image Barzum Jul 01 '16 at 08:00 AM

Anyone? I am also have troubles with this

avatar image NikolaTLV Nov 07 '16 at 12:22 PM

Is this resolved? I use Version: 4.13.1-3142249+++UE4+Release-4.13 and have problems with baked lighting on static meshes with one smooth group and baked normal map. When I change them to movable the shading is perfect.

Cheers.

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1 answer: sort voted first

In 4.12 it seems normal maps work just fine with static lighting

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answered Jul 25 '16 at 03:02 PM

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motorsep
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avatar image Tim Hobson ♦♦ STAFF Jul 25 '16 at 09:46 PM

This option in the editor is not for just any normal maps in the game. It's for specifically built types where lightmass would need to know how to address.

As a test case, if you have a cube with all faces using a single smoothing group, but then render out a normal map to achieve sharp faces. Lightmass will need to be told about the normal map to reconstruct that as a cube with sharp faces. This is where this option comes into play.

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