I have a scene with 4 lighting scenarios (BonTon - bath light on toilet light on, ToffBon, TonBoff, ToffBoff).
In a persistence I have all light, and in the lighting scenario I have a few static lights. For example ToffBoff - no have lights, TonBoff - one light. all scenarios are sets initially loaded.
I try 2 methods to get smoothly toogle between it:
load, unload - not logical because they are already loaded. There are delay 1-2 seconds between it.
I setted up “set should be visible”, but it have the same lags.
What happens if you do the opposite order? Turn the visibility off before you turn the new one on. That way you wont get a brief moment of two lighting scenarios loaded at the same time which might cause problems.
problem that they are all already loaded (initially loaded as I said before), and why UE need the same resources for make it visible (a few light) is wonder
Sorry I meant “activated/visible” not loaded but that’s unfortunate that it lags. I use this in mobile VR and it works O.K. apart from a flicker when they switch which I can work around…
Yeah i was just thinking try the opposite approach to whatever you are doing and see if it is different. maybe setting the visibility on tick will work better because the frame wont get updated until after that’s done instead of … whenever… if you are doing it in a custom event. Or maybe the custom event will work better for you because the game will keep going.