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Procedurally generated level on ES2 device, lights not illuminating scene

Hi all,

I'm working on an infinite runner type game and trying to work out lighting on android/ES2.

Currently, I have a floor tile class which is generated per tick. Inside that floor tile, I've included some lighting. Using Shader Model 5, I was able to use moveable lights, but working with ES2, I've only seen strange results (mostly dark scenes) and sometimes varied lighting.

The closest I seem to have gotten to making the lights work on ES2 preview is by setting them to stationary. However, after about the 10th floor tile is generated, I'm back to darkness.

I should mention that my scene is an interior which blocks out the sky. So the skylight is not able to touch anything inside the scene. Is that part of my problem? Can I somehow make the "roof" tile pass through the skylight's illumination to the rest of the scene components below?

Apologies in advance, as I'm just learning the engine but am eager to try things out.


Product Version: UE 4.15
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asked Jun 13 '17 at 04:07 AM in Rendering

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First of all, in project settings you need to find and set NumberOFDynamicLights. Last time I saw it, it was maximum 4 sources. Then, in runtime, you must spawn and keep only this 4 lights. But these will not produce any dynamic shadows, only lightning.

Im not sure about performance in this case, so I'd rather use fully unlit environment with shadows drawn on textures.

P.S. Sky light affects everything, you cannot block it in indoor or wherever. Maybe you can't see it because its not supported for es2?

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answered Jun 13 '17 at 04:42 AM

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