LPV + Skylight AO Baking

Im using LPV + Directional Movable Light, with a very good tweeking. Im Using mehod 2 of shadows and increased the shadow resolution. This is OK. But without a Skylight my shadows are completly dark. IF I increase the Intensity of Indirect Light, to make shadows less darker, some issues like light leaking happends.

So, reading this post they say:

Add indirect lighting from the sky (injected into the LPV with directional occlusion – occluded areas are darker)

We support injecting light directly from the sky into the light volume with directional occlusion, which gives great results in shadowed areas and even for overcast scenes.

So, trying to execute this on UE4, I added a Skylight, and my question is, how to bake only ambient occlusion?
I got excellent results disabling static shadows in the Sky Light, baking Lightmass, and Recapture the Scene with Skylight at each 30 mins os time of day (sun rotation), but not sure if this is the correct process. My objective is a soft penumbra.

Anyone have any tips?

We don’t have the changes from Lionhead to integrate the SkyLight into LPV. It’s something that we want at some point.

If your geometry doesn’t change, use the Stationary sky light baked by Lightmass, it will provide much higher quality than LPV could do.

So, You suggest me this even when My Directional Light is Dynamic? (Day/Night Cycle).
Is Better turn OFF LPV and use only Directional Movable Light + Stationary Sky Light for (Day/Night Cycle)?

Sorry no, I was talking about if we had the feature where sky lighting is done through LPV like Lionhead has.

With current UE4, for a time of day cycle, I would go with Movable directional light + LPV + Stationary skylight that is being updated a few times through Blueprint.

This is exactly what Im doing. But with baked Skylight with “Cast Static Shadows” unckecked AND updating a few times through Blueprint. Basicaly Im baking only AO right?

Yep, Lightmass will bake shadowing for the sky light (which is slightly different from AO, no limit on cast distance) but everything regarding the directional light will be dynamic for time of day.

So… How to bake AO only? Because, baking “the shadows from sky” at 6am will be diferent from 6pm right?

No, the shadowing of the Stationary sky light is decoupled from the light emitted. Try it out. You can build lighting once to get the shadowing, then change the cubemap of the SkyLight as desired.

Thank you. Very enlightening. Im doing all right so.