Static light inside blueprint breaking lightmaps

Hello,

I have a blueprint for a spotlight that is made up of two static mesh objects and a spotlight. Each asset’s mobility is set to static. After placing the blueprint I want to rotate some of the components around to change the orientation of the light. Lighting builds correctly and when I run DumpUnbuiltLightInteractions after building lights I get:
Lights with unbuilt interactions: 0
Primitives with unbuilt interactions: 0

The issue comes up when I reload the map. Every light that is inside a blueprint is braking lighting. Running DumpUnbuiltLightInteractions again shows:
Lights with unbuilt interactions: 1
Light blu_stage_light_01_546

Steps to reproduce:

  1. Create a new map and remove all
    lighting
  2. Create a blueprint with a static mesh and a spotlight
  3. Set both to movability > static
  4. Place blueprint and rotate spotlight
  5. Bake lighting
  6. Save
  7. Reload Map

Results: After the map reloads any geometry that is effected by the light will need to be rebuilt.

Notes: If I don’t change the rotation of the spotlight after I place the blueprint the map will not need to be rebuilt. I’m guessing that any change to a blueprint components rotation or location after placing it flags it as movable under the hood? This is purely a quality of life issue. I want to place lots of static stage lights around my level and not have to set up the several pieces that make up the object.

I am on engine build 4.13.2

Thanks a bunch!

and if i interact with light part of blueprint, how I can do? for example I on and off this light

Try setting the “SharedRoot”

of your blueprint to static as well.