- New a default level, delete directional light and only keep a static skylight; Put four Sphere Staticmesh actors into the level; Set two actors as Movable mobility, the other two Static mobility; Name those actors Sphere_Movable01; Sphere_Movable02; Sphere_Static01; Sphere_Static02
- Create a Parent Material called MobileLight_M, Basecolor=1;Roughness=0.5; Expose Metallic Parameter;
- Create two Material instances based on the MobileLight_M; one is Metal called MobileLight_Metal_MI; and the other is non-metal called MobileLight_NonMetal_MI
- Assign MobileLight_Metal_MI to Sphere_Movable01 and Sphere_Static01;
- Assign MobileLight_NonMetal_MI to Sphere_Movable02 and Sphere_Static02;
- Set Sphere_Static01 and Sphere_Static02 Actors Lightmap Type= Force Volumetric; The other two keep Lightmap Type= Default in their detail panels
- Build lighting; Switch to Mobile(IOS) preview;
You will see:
- Sphere_Static01 looks much brighter than Sphere_Movable01
- Sphere_Static02 is completely dark(Diffuse Lighting) compare to how Sphere_Movable02 looks
Conclusion:
ILC/VLM doesn't affect Static Staticmesh at all even they are set to Force Volumetric Light Type; Because of this, Reflection is fully reflected without any Ambient occlusions from ILC/VLM; Diffuse has zero lighting from ILC/VLM
See the Attachments(Screenshot&Project)