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Volumetric lightmap limitations

My machine is not very powerful, and in order to have nice baked lighting in a big, sprawling level, I have to resort to partitioning the level into smaller sublevels, bake the lighting individually for each sublevel, and then use level streaming to play all the sublevels simultaneously.

However, a problem arises as static lights rely on volumetric lightmaps in order to illuminate dynamic objects, and Unreal can only display volumetric lightmaps from one sublevel at a time, meaning dynamic objects in all sublevels but one will be completely unlit. The only way to solve this would be to bake all the sublevels simultaneously, which is too taxing on my hardware and would invalidate the very reason I'm trying to use the level streaming method in the first place.

The way I solved this is by adding a fake light to my light actor; an unshadowed light tied to custom light channel 1. Then I applied custom light channel 1 on every dynamic object in the game. This way, dynamic objects can be lit across the entire level stream by the fake lights instead of the volumetric lightmaps. The drawback being there is no occlusion, so dynamic objects can now be lit through walls. Also I'm sure volumetric fog is no longer going to work. But this is a small tradeoff for being able to actually create the game. So I'm calling this a success. Looking forward to figuring out a different way to format levels in the future so I won't have to deal with this.