UE4 Dynamic Spotlight shining through walls
I'm currently prototyping in UE4 (4.25 Oculus branch) for Quest 2. Navigating in the dark with a flashlight is a major part of the game concept but we've already hit a snag early in our prototyping phase. Dynamic spotlight works fine when previewed from the editor on PC, but as soon as the project is built and deployed on a Quest 2 the spotlight shines through walls. Is there some setting that I'm missing or is this simply a limitation by Unreal Engine on mobile hardware? I'm not expecting to get full dynamic shadowing on objects, but just not have our spotlights shine through solid thick walls. Here is a video of the issue at hand: https://www.youtube.com/watch?v=vHEmML87Mnw&ab_channel=Designbykivi In the video above, there are a mixture of static meshes and UE4 brushes, both that are set as static object and baked down. Regardless, the dynamic spotlight shines through them without blocking any light.1.5KViews0likes0CommentsBaking Lightmaps Breaks Build
Unity: 2018.3.6f1 Oculus Integration: 1.4 Hi all, I am currently building an app for both PC and Oculus Quest. I do not have any significant issues with my PC build. However, whenever I bake lightmaps for my Quest build, I can no longer load the baked scenes without the app crashing. When the app crashes, I do not get an error beforehand in ADB Logcat. Has anyone else experienced this problem?3.2KViews0likes11Comments