Light as if static does not work

Hey everyone!

I try to bake the lightinformation I get from bulding the light on my object. So that I can move my object but keep the Light Maps.

I use the “Light as if static” checkbox but this semas not to work. When I move the object the Light Maps seams to desapper and its like I never build the light.

(1) Here you can see the object with the Lightmap:

(2) And here you can see it after I move it a little bit:

The object is set to movable and I tryed it with movable and static lights and I tryed it with rebuilding the light but nothing works.

Hope someone can help with that! Best regards!

Hi, i have same problem! Did U find solution?

Hello roominga and Wyciorro

This is how “static lights” works. Once you set your lights as static light and push the built lighting button, engine calculates all the information form the light source, bouce lights… and bake them in to a map that called lightmap. And think like its done forever. Thats for saving performance first. What is happening when you move the object is, light map information loss. Because engine calculated that light map for that object’s specific position and rotation. It doesnt matter how many units you moved that object. If you want to see dynamic shadows you need to use “Movable lights”.

You guys can also check this link Lighting the Environment | Unreal Engine Documentation

Thank you.

???anyone?

Hello Kemal.
Thanks for reply.
I know how static lights and lightmaps works. But there is an option for movable objects called “light as if static”. If I understand correctly this option allows You to bake ligtmap on moving objects.
But when it comes to move/rotate object lightmap is gone.

I’m having the same issue. I have a Blueprint door and set all movable components to “light as if static” but when I rotate the door the light map breaks on it. Has anyone found a solution?

If you run the simulation and have applied physics to it then it will keep the lihtmaps

The same problem!

Hi!

Have you tried lowering the Volumetric Lightmap Detail Cell Size? (it’s in cm and the default is 200!!)
You can get very good quality lighting on your movable meshes that matches the built lighting!!