Tiny bump, I played around with every option available for lighting and such, but no avail. I'm using Dynamic lights, non baked by the way.
Bake the lighting and you will not have this problem. Using only dynamic lights is not really possible without major changes to the engine.
The ambient values for dynamic lighting comes from a network of baked in points that combine the environment world properties with nearby lights when you bake. You should also have a light mass importance volume.
Well, you CAN use only dynamic lights, and not bake them, at a HUGE performance hit (mostly in shader complexity, I believe, but some in drawcalls for shadows, and who knows what's going on in under the hood ticks)...
There's an option under worldproperties>lightmass (I think) that says 'force non-precomputed lighting for this level?' or something like that. Then you'll have to add a skylight. Then you'll have to flip on dynamic shadows for things you want to cast shadows.
For a simple game-jam project, a demo, anything with simple or minimal art, you can totally get away with this. For anything remotely resembling triple-a, you probably don't want to go down this route.
Yeah, I am just doing a simple project in privacy, nothing major and didn't want to do bother with Lightmapping since I'm on a single PC and the baking times would be insane.
Cheers for the Skylight, didn't know about that use for it
Replies
Bake the lighting and you will not have this problem. Using only dynamic lights is not really possible without major changes to the engine.
The ambient values for dynamic lighting comes from a network of baked in points that combine the environment world properties with nearby lights when you bake. You should also have a light mass importance volume.
http://udn.epicgames.com/Three/Lightmass.html#Character%20lighting
Info above
There's an option under worldproperties>lightmass (I think) that says 'force non-precomputed lighting for this level?' or something like that. Then you'll have to add a skylight. Then you'll have to flip on dynamic shadows for things you want to cast shadows.
For a simple game-jam project, a demo, anything with simple or minimal art, you can totally get away with this. For anything remotely resembling triple-a, you probably don't want to go down this route.
Cheers for the Skylight, didn't know about that use for it