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Level streaming lighting issue

We're trying to make a procedurally generated level using level streaming. The level consists of sublevels (rooms) which are spawned into level using level instances. When a room is spawned it's transformed. The lights are stationary. The walls in rooms are static, but it doesn't work with movable either. alt text Room after Build but before being transformed in Persistent level looks fine Room before being transformed in Persistent level alt text

After levels are spawned, the lighmaps on objects in room seem to break. The indirect lighting cache doesn't work either. The shadows on movable objects is too dark (indirect lighting doesn't work) alt text The lighting breaks differently depending on room rotation alt text Is there a possibility to make all the lighting work right?

Product Version: UE 4.17
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asked Oct 15 '17 at 11:19 AM in Rendering

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Hi you'l need to go fully dynamic. Static light does not work well with proceedural systems or runtime changes

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answered Oct 26 '18 at 03:10 PM

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