The cost doesn't come so much from the additional lights as it does from the additional shadow casting. If you didn't need the shadows for those lights the cost would be pretty reasonable.
Hey guys, I'm new to UE4 and I'm having big problems lightning this scene. I need to make a light shine through the door down the corridor so to make the blood stand out. Also I need the ceiling lights cast light and that doesn't seem to be possible with emissive maps. I used a skylight and some sphere reflection capture…
A bunch of dynamic shadow-casting point lights are going to be WAY more expensive than baking a lightmap. You would likely be able to get the effect you want with distance field raytraced shadows as well, although that takes a bit of setting up.
Perhaps this will help? https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Basics/index.html "Larger radius lights cast softer shadows (like area lights in most major 3D authoring packages). Since this is being processed by Lightmass, only Static lights will gain the effect." You will, of course,…
I'd check out the unreal lightroom(?) content on the marketplace. It's Arch Viz but has a nice setup with the lighting to create the area lights you're looking for (i think)
The cost totally depends on your renderer. Back in the day area light capable raytracers wound up casting a huge amount of rays for area lights of any significant size, while the quality compared to a bunch of pointlights was not terribly different so long as the relative angle between each point light and the object was…