lighting: dynamic-only lights so no lighting build is required

The editor warned 'LIGHTING NEEDS TO BE REBUILT' (Build Lighting Only /
BuildLighting) because the sun and sky were Stationary with no baked lightmap.
The demo is a fixed daytime scene lit entirely dynamically, so:

- Config/DefaultEngine.ini: r.AllowStaticLighting=False - nothing to build.
- DemoMap + ReviewMap builders: sun, sky light, height fog and the staged
  mesh components are set to ComponentMobility.MOVABLE.

Also clears the Android File Server SecurityToken in DefaultEngine.ini: the
plugin is disabled and excluded from shipping, and the value is a credential
that must not be committed.

All 14 screenshots re-rendered; no lighting warnings in the build or run logs.
This commit is contained in:
zwitschi committed 2026-11-07 18:08:49 +01:00
1 parent 830ce596fa
commit 240bad9af1
20 files changed
+81 -41

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+16 -2
View File
@@ -123,6 +123,12 @@ def build():
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sun.{prop} not set: {exc!r}")
# Movable: static lighting is disabled (r.AllowStaticLighting=False),
# so nothing needs a lighting build.
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"sun mobility not set: {exc!r}")
log("staged: Demo_Sun (pitch -50, yaw 120, intensity 4, warm)")
sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
@@ -134,6 +140,10 @@ def build():
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sky.{prop} not set: {exc!r}")
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"sky mobility not set: {exc!r}")
log("staged: Demo_SkyLight (intensity 2.6, real-time capture)")
spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
@@ -152,6 +162,10 @@ def build():
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"fog.{prop} not set: {exc!r}")
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"fog mobility not set: {exc!r}")
log("staged: Demo_Fog (height fog, density 0.008)")
# Fixed exposure: without this the same road renders washed out or black
@@ -185,7 +199,7 @@ def build():
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
log("staged: Hero_Facade at the building line")
else:
log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
@@ -212,7 +226,7 @@ def build():
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}")
if actor:
actor.static_mesh_component.set_static_mesh(mesh)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
mat = ensure_material(mat_name, rgb)
if mat:
actor.static_mesh_component.set_material(0, mat)
+22 -5
View File
@@ -96,11 +96,28 @@ try:
else:
log("floor spawn failed")
if spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 900), "RenderKeyLight",
rot=unreal.Rotator(pitch=-38.0, yaw=35.0, roll=0.0)):
log("staged: DirectionalLight")
if spawn(unreal.SkyLight, unreal.Vector(0, 0, 1200), "RenderFillSky"):
log("staged: SkyLight")
# Lights are Movable and the project disables static lighting
# (r.AllowStaticLighting=False), so no baked lighting build is needed and
# the editor stops asking to rebuild lighting.
sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 900), "RenderKeyLight",
rot=unreal.Rotator(pitch=-38.0, yaw=35.0, roll=0.0))
if sun:
comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
if comp:
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"key light mobility not set: {exc!r}")
log("staged: DirectionalLight (movable)")
sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 1200), "RenderFillSky")
if sky:
comp = sky.get_component_by_class(unreal.SkyLightComponent)
if comp:
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"fill sky mobility not set: {exc!r}")
log("staged: SkyLight (movable)")
if spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "RenderSky"):
log("staged: SkyAtmosphere")