Blueprint's with an instanced static mesh that has instance components added via construction script will fail to build lighting correctly when the pivot is placed outside the lights radius.
This happens specifically when using the Build button in the toolbar. If selecting build lighting only everything works as intended.
See attached video.
1. Open UE4
2. Create a New Level
3. Place a floor mesh, point light (radius 500)
4. Create a BP with component Instanced Static Mesh
5. Setup the instance via the construction script (use attached image for reference)
6. Place the BP in the level with the pivot inside the lights radius
7. Build
8. Lighting appears correctly
9. Move BP Pivot outside of light radius
10. Build
11. Lighting is messed up
12. Build > Build Lighting Only
13. Lighting appears correctly
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Request a info about UE-127172 bug tracker
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Problem with transparent lines! How can I fix it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.7, 4.8 |
Target Fix | 4.9 |
Created | Mar 12, 2015 |
---|---|
Resolved | Jul 20, 2015 |
Updated | Apr 27, 2018 |
998 - mollstam |