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. Room after Build but before being transformed in Persistent level looks fine
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) The lighting breaks differently depending on room rotation Is there a possibility to make all the lighting work right?
asked Oct 15 '17 at 11:19 AM in Rendering
Hi you'l need to go fully dynamic. Static light does not work well with proceedural systems or runtime changes
answered Oct 26 '18 at 03:10 PM
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