[Feature Request] Static lighting in instanced levels
I am implementing procedurally generated dungeons, using level streaming and instances of levels. Everything works fine, besides indirect static lighting cache or volumetric probes, whitch always stays in oryginal location of level that I am instancing. Procedural generation requires changing instanced levels position, but indirect lighting cache doesn't move (niether volumetric probs, that I was trying to use at first).
It would be great if you could implement either indirect lighting cache or volumetric lightmaps to move when instanced level is moved. Do you have any plans of implementing such feature? And if so, what is the time frame?
I've uploaded simple project that shows the issue I am dealing with: https://drive.google.com/file/d/18cpcC6Q-wzxxz03n0lhByLY3XdfynA1I/view?usp=sharing
asked Mar 28 '18 at 09:40 AM in Using UE4
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