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Underground lighting

Ok, here's my situation. I have a complex that is supposed to be completely underground. only access is through an elevator shaft. This complex is supposed to be secret so I cant have the shaft open all the time and there are other rooms with doors that open and close. I've looked at the new Sequencer demo project and that is eventually what i want.

Here's my question, how do I do Realistic lighting with no Directional Light Actor and without having so many point lights overlapping that i get warnings in the build process. Help me, please!!!! I think what little sanity I had to begin with is slowly evaporating.

Product Version: UE 4.12
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asked Jul 24 '16 at 02:05 PM in Using UE4

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Pyros
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avatar image Jacky Jul 24 '16 at 02:12 PM

You can use static light sources as much as possible to prevent stationary overlap issue, and/or use movable light sources(cast shadows disabled) as fill lights.

avatar image Pyros Jul 25 '16 at 07:29 PM

Ok, I think I understand. I'll do some self-educating and give your idea a try. Thanks so much for your input. This has been driving me nuts!!!!

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Old question, but can answer it in case OP or someone else has the same question and needs it answered.

You can make use of emissive materials and make them light as static. That way you can make the actual "lights" as long as big as you want while keeping the cost pretty cheap. It's the technique used if for example Battlefront 2 (the latest one).

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answered Feb 11 '19 at 07:54 AM

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TychoBolt
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