Switching objects in same location w/ static lighting
I have a blueprint set up that has 2 sets of meshes. When the player clicks on a collider, these two meshes switch. So if meshA is visible - click mouse - meshA moves and meshB becomes visible and vice versa. The objects are just moving local positions.
I would like these meshes to have static lighting. Simple enough, I just enable static lighting. However, because the objects are overlapping technically before the game begins, they cast shadows on each other during light calculations.
How can I render lightmaps of these objects without the overlap?
If this is not possible, what other strategies can I try?
asked Jul 30 '16 at 02:00 PM in Using UE4
Okay, based on research, this is not entirely possible. I tried looking for alternative ways to do this, so here's some food for thought:
But seriously, do I need to do this for something so simple?
So what I ended up doing to achieve an okay look with all the parts / pieces I had in place:
This means the objects can overlap and sit on each other, be lit as a static object, but not cast shadows on each other. The two objects can switch places, look reasonable, and not cast weird shadows.
Unfortunately, they are still lighter than the static objects (but not as bad!). I wish I could have been able to unify everything cohesively and did this differently.
Being able to make an object invisible to light build would be an awesome tool to achieve these sorts of things. I could build an object, hide it, build the other object, and they would switch perfectly and look great even when occupying the same space.
Hope this helps someone else!
answered Aug 01 '16 at 01:06 PM
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