Moving Sub-Level Location does not also move Baked Lighting with it.
I have what appears to be a bug with regards to Baked Lighting information not moving with Sub Levels in the Persistent Level. This causes each SubLevel to have incorrect lighting information on the terrain/rooms and also causes all movable actors to appear jet black.
In the Editor I created a Level and named it "Hospital"
Then, I double-clicked the "Hospital" Level and Created: Light-mass Volumes/Character Light Volumes as well as added static and movable Actors. Then I build lighting.
I created a Persistent Level and added this "Hospital" Sub Level into it. I changed the location of where this "Hospital" Sub Level exists in the Persistent World as well as other sub levels in my game.
Now I toggle Lighting visualizers to see where the light-mass is located and as you can see, it exists at the origin of the persistent level. Actually, all the sub-levels have their light-mass in the center of the persistent world which means none of my sub-levels are getting accurate lighting information at all.
I have read that in order to keep lights from other sub levels from rendering on top of each other, you need to build lighting (separately) in the sub level by itself. But if the baked lighting does not travel with the sub level's new position, then this is a big problem because nothing looks correct. That means you can't build a sub level separately and then add it later into a persistent level.
FYI, the persistent level does NOT have any lighting or geometry in it whatsoever, just trigger volumes. I feel like I should let everyone know that all sub levels look and feel different (they have different colors and lighting), and are meant to be all loaded once, and the player dynamically teleports seamlessly to each sub level with the level visibility toggled on/off whenever the player completes a task. Because there are trigger volumes that dictate gameplay, I can't have overlapping sub levels which is why I need them to be somewhere else entirely.
asked Feb 20 '18 at 08:24 PM in Bug Reports
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