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Who can explain of "Lighting Scenario" feature ?

Please anybody explain of "Lighting Scenario" feature... How it works? How to setup, how to use? Thanks

Product Version: UE 4.14 Preview
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asked Oct 22 '16 at 12:00 PM in Using UE4

PirateTony gravatar image

PirateTony
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Hi Tony,

If you've used Level streaming this is a very similar process to that. Not very hard to pick up on.

  1. Create your level with your geometry for starters. Then open the Levels panel (Window > Levels)

  2. Make a sub-level named "Day" or whatever type of lighting scenario you want. Do the same for a second level for "Night" or whatever you'd like.

  3. In the Level's panel, Right-click on your Day and Night levels and select Lighting Scenario > Change to Lighting Scenario.

  4. Hide one of the levels for Day/Night.

  5. In this level add your lights and things needed for day light settings. (In my example, I added a Skylight, Directional Light, and BP_SkySphere).

  6. Build Lighting for this scenario. With the Night Level visibility turned off (click the visibility eye). You'll get a warning about building with a hidden level. Click Yes, so it'll build lighting with the other hidden and then click the Build in button in the next warning. The lighting Build will now commence.

  7. Once the Light Build finishes. Hide the Day Level and Unhide the Night level. Add your Lights and setup for the night lighting here. Build lighting and do the same things from step 6.

  8. Once that completes you now have the lighting scenarios for both set up for use.

  9. Open the Persistent Level Blueprint and use the Load Stream Level and Unload Stream Level nodes to load and unload the Day/Night levels. The lighting data for each is carried with them.

In the end, you should see something similar to this for the lighting changes if you've set up a day/night switch.

alt text

The benefit here is that with a lighting scenario you can build the static lighting for a level and it's only loading the lightmap data and not having to switch out the environment meshes or do some form of hacky level tricks to get different lighting scenarios.

Only one lighting scenario should be loaded at a time.

I hope this helps and if you have any follow-up questions something isn't working exactly for you feel free to ask.

Tim

EDIT: You don't need to hide the levels when you go to build lighting. If both are shown it will build them separately. The only time you need to hide is when you're adding lighting to these specific Scenarios. It makes it easier to see what you've got with the preview lighting.

daynight.gif (252.0 kB)
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answered Oct 24 '16 at 09:08 PM

Tim Hobson gravatar image

Tim Hobson ♦♦ STAFF
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PirateTony gravatar image PirateTony Oct 24 '16 at 09:56 PM

That is what i need. Very good explanation. Thank you so much.

huanghuihu gravatar image huanghuihu Nov 18 '16 at 05:54 AM

Thx!That's very clear!

enop_astorm gravatar image enop_astorm Feb 03 '17 at 06:14 AM

Thanks!. There is one more question.

When using level streaming and light scenario at the same time, When is the non-streamed level's lightmap loaded?

At switching light scenario? or at loading the non-streamed level?

thanks.

PirateTony gravatar image PirateTony Feb 03 '17 at 09:39 AM

It works only with streaming methods. Few Levels used like lightmap switch for another unhidden levels. Be care - it consume more memory.

Tim Hobson gravatar image Tim Hobson ♦♦ STAFF Feb 03 '17 at 02:53 PM

Both are loaded and just switched when called. As PirateTony mentions it will consume more memory, so you have to be careful.

Jordan.Harvey gravatar image Jordan.Harvey Feb 11 '17 at 07:27 AM

Will this method only work with baked lighting? What if I have skeleton meshes animating through a scene that require dynamic lighting? WIll the dynamic lights from a hidden level still interact with the active level? I seem to be having some funny issues with the sky light in my scene. I haven't quite nailed down what it is just yet, but this information is very helpful. Thanks for the response here, coming from a VFX lighting background I can see some really great potential in the new persistent level/lighting scenario workflow.

Tim Hobson gravatar image Tim Hobson ♦♦ STAFF Feb 11 '17 at 07:23 PM

@Jordan.Harvey

The idea behind these Lighting Scenarios was a way to use the same geometry for the level with different static lighting without having to make a copy of the level. That's the main benefit of lighting scenarios here. With dynamic lighting you could really just use a sub-level that houses your different dynamic lights and swap those out. That's not to say you cannot just put these dynamic lights in your lighting scenarios either, but again, the original purpose of them was to easily swap out static lighting for the level's geometry.

hi tim and thanks for the explanation, but i tryed what you said and it works in the viewport when toggling on and off sublevels but in game it load the night scenario instead of day any idea why?

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