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child blueprints not lighting correctly in 4.15

Since updating to 4.15 we're having lighting issues with child blueprints.

In 4.14 and earlier, you could have blueprints within blueprints and any meshes within these hierarchies would be statically lit if told to do so.

We're now finding that any meshes in child blueprints will be lit correctly when we run Lightmass, but when our maps are closed and re-opened they lose their lightmapping.

All of our parent blueprints are lighting correctly, as are any child static meshes, but all child blueprints containing static meshes end up with broken lighting.

We're running with dynamic shadows turned off, so without baked shadows it's really noticeable that big parts of our game objects aren't being shadowed at all. Anyone else experienced this?.

Product Version: UE 4.15
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asked Mar 03 '17 at 09:20 PM in Rendering

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avatar image koola Mar 23 '17 at 03:18 PM

Same thing here :(

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