Light as if static greyed out or disabled.
I'm using a set of actors in a blueprint, which contains both static meshes and spotlights. The blueprint is an elevator with no doors or walls, just a skeleton type of thing. (See attached Image). My aim is to procedurally generate an elevator each time the player moves towards the edge of the floor, in any direction. Sort of like a maze.
So before I tried generating it procedurally, I took a noob approach and tried making multiple copies of the blueprint, in all three x, y and z coordinates. And the editor got painfully slow. But when I switched from the Lit to the Unlit viewmode, the editor works fast as normal. So I figured that the lighting is taking too much time to compute, because the lights and the static meshes are all Movable.
I set every mesh and spotlight to Static and tried to Bake the lighting onto the components, so that each time just the elevator as a Static Mesh is rendered and Lighting isn't calculated for each instance of it. However, the option of "Light as if Static" is disabled or greyed out and I can't enable it.
Every parent component and all the components in the blueprints are static, and yet the option is disabled. How can I enable it?
That option is only available when a static mesh has it's mobility set to Movable. It doesn't apply to any others. It's also only useful for movable meshes that only need to move a little bit but that you want it to have a baked shadow. For 99% of situations out there this option is never needed for common level design or light building.
For something like an Elevator that moves, you may get more artifacts or the mesh may turn completely dark if it moves too much. If you set them all to static and and then move the mesh that will still break lighting and you'll have the warning in red in the top right of the level during play that says "Lighting needs to be rebuilt for (n Objects)".
answered Aug 30 '16 at 06:47 PM
Tim Hobson ♦♦ STAFF
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