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