I have gone through all lighting/decal/etc documentation and most features and have following questions/looking for confirmation on theories:
A - Reflection Actors
- Is there any impact on fps or rebuild times having a great number of reflection capture actors? Or filesize (given it has to capture all those cubemaps)? UDN says that there is an impact if there are lots of capture actors affecting a pixel, thus overlapping should be kept to a minimum?
- If so, how much overlapping would be too much? Is there any way of seeing which areas of the level have no reflections, and which have too many? Similar to light complexity view.
- It says on UDN that there is a maximum of 341 reflection captures possible. Does this mean a maximum of 341 capture actors in a single level, even if they are not close to each other, or what does the limit mean exactly?
B - Lighting
- Am I correct that an ideal lighting setup in an indoor level would consist of just one or two Stationary lights per room/hallway (and only for the most powerful light sources), and everything else made up of normal Static lights? Is this how you approach your content? A few rare Stationary lights, rest Static and perhaps a few Stationary ones with shadow casting disabled where possible?
- I have seams between my meshes, is this a known limitation/problem or something I could have done better? See image. This is with production quality + 64 to 256 lightmaps. Each square is one modular wall mesh, the lighting makes the pieces not seamless.
C - Decals
- So the number of decals in a scene no longer has an impact? It does not add drawcalls? Does it render all of them in one go now? My tests are a bit inconclusive, looking for confirmation if this is indeed the case.
D - Particles
- Is there any chance we can have this …/UE4/Engine/Extras/VectorFieldExporter/Maya2012_x64/Shelves/shelf_ue4_FX.mel included in our version? Also do you happen to have a Max version?
Thanks.
Minor bug by the way (found it too minor to make a report for), the console suggests I type “stat d3d11d3d11” which is the wrong command.