Invalidated lightmaps without reason
Hi everyone, I have a blueprint actor composited by few staticmeshcomponents and if I build static lighting it all works well.
BUT if I change a little the rotations and translation of the staticmeshcomponents directly from the detail panel of the posed actor, and rebuild the lightmaps, the next time I'll reload the level some object have invalidated lightmaps.
As you can see there are 3 objects with componenttowrold transform different from the transfom in instancecached datas, so it invalidates them. The stranger thing is that if I immediately rebuild the lightmaps the editor discover that another object is broken...
After lightmaps rebuilding it all goes ok, the preview show correct lightmaps, but it is sufficient that I reload the level or rebuild again the lightmaps that I'll go back to square one with 3 broken objects.
The craziest things are: - the result is not always the same - it seems you have to move components with children and grandsons to brake it - sometimes while I rotate a single component it invalidates the lightmaps of OTHER non-moving components of the same BP
Please fix this!
Here is the link of the project I used for this test case...
asked Aug 12 '16 at 05:04 PM in Rendering
Well it seems to me that this is just a bug. It's not really the same as 428978 because you do not spawn the objects. Simple workaround would be to set the correct relative space in the blueprint and not in the already placed blueprint. Ofc you would have to create an instance of this blueprint (or duplicate it) for every position.
Second way is to set the positions via construction script and expose the variables. This should work, I have just tested it without exposed variables.
answered Aug 16 '16 at 04:13 PM
IIRC this has already been resolved in 4.13. You can check this for yourself in the 4.13 previews that are currently available in the Epic Games Launcher.
answered Aug 17 '16 at 01:36 PM
Tim Hobson ♦♦ STAFF
Thanks Tim! But we have to release the game in 2 weeks and we cannot afford a migration to 4.13preview, can you tell me which commits fixed this bug? We'll try to cherry pick them. Thanks
answered Aug 18 '16 at 10:31 AM
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