If static mesh's material slot's cast shadow is changed, UE4 does not show "LIGHTING NEEDS TO BE REBUILT".
I solved it with the following fixes.
StaticMeshEditorTools.cpp
void FMeshSectionSettingsLayout::OnSectionCastShadowChanged { ... - CallPostEditChange(); + CallPostEditChange(Property); }
StaticMesh.cpp
void UStaticMesh::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { ... // Only unbuild lighting for properties which affect static lighting if (PropertyName == GET_MEMBER_NAME_CHECKED(UStaticMesh, LightMapResolution) || PropertyName == GET_MEMBER_NAME_CHECKED(UStaticMesh, LightMapCoordinateIndex) + || PropertyName == GET_MEMBER_NAME_CHECKED(UStaticMesh, SectionInfoMap)) { ... }
Perhaps [Link Removed] may also be fixed.
https://jira.it.epicgames.net/browse/UE-21591
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-53142 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.18.1 |
Created | Dec 7, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |