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Enlighten UE4 3.09 Documentation
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  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
    • See what Enlighten can do in Unreal
    • Set up Enlighten in Unreal from scratch
      • 1. Open the level
      • 2. Run the parameterize
      • 3. Understand lightmap efficiency
      • 4. Use probe lighting
      • 5. Use shared lightmaps
      • 6. Choose the lighting accuracy
      • 7. Use Enlighten reflections
      • 8. Review the result
  • From static to dynamic lighting
  • How actors interact with Enlighten
  • Lightmap lighting
  • Probe lighting
  • Local reflections
  • Change the lighting resolution
  • World properties
  • Level properties
  • Precompute your level
  • Enlighten light properties
  • Light reflected from the sky
  • Material properties
  • Turn off Enlighten updates in game
  • Mesh destruction
  • LOD for lighting
  • Real-world sun/sky intensity
  • Collaborate on a level
  • Reserved texture samplers
  • Visualizations and statistics
  • Debug with Enlighten tools
  • Convert to vanilla UE4
  • Troubleshooting and support
  • Third-party licences
  • Release notes
    Calendars

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4. Use probe lighting

    This is the documentation for Enlighten.

    4. Use probe lighting

    Oct 10, 2019

    Instead of lighting the small objects with lightmaps, we'll use probe lighting. This is more efficient for small objects that would use lots of charts if they used lightmaps.

    1. From the Show menu, select Use Defaults to show the level with the default editor visualizations.

    2. In the World Outliner, double-click the actor Props_Rubbish_Bag19 to focus on it.


      Like everything else in the level right now, the actor is lit by a lightmap. We can see this under Details > Enlighten > Lighting Mode. 

      Like the lamppost in the previous page, this actor is making inefficient use of lightmaps. Let's change that.
    3. Hold Ctrl to select multiple actors and select the nearby Props_Rubbish_Box39 and Props_Rubbish_Box43 actors:
    4. In the Details panel, under Enlighten > Set Asset Lighting Mode, select Probe to change the lighting mode for actors that use these meshes.

      The Set Asset Lighting Mode property controls the lighting mode of the static mesh asset used by the actor. It affects all the actors that use the asset.
    5. Under Show > Enlighten, enable Lighting Mode.

      This shows the lighting mode used by the actors in the level. Actors that use lightmaps are orange. Actors that use probe lighting are green.

      Before changing the lighting modeAfter

      The actors are orange, indicating that they use lightmaps.The actors are green, indicating that they use probes.
    6. The following actors use small static mesh assets that would be best lit using Probe lighting:
      • Props_AirCon01

      • Props_BalconyStairs_01

      • Props_Balcony_01

      • Props_ChainFence01

      • Props_LampPost01

      • Props_Pipes_Corner01

      • Props_Pipes_Long01

      • Props_SatDish2

      • Props_VentUnit01

      • Signs_Hanging_Cable01

      • Signs_Hanging_CablesMulti

      • Signs_Horizontal_HangBroken

      • Signs_Horizontal_HangLarge

      Using Details > Enlighten > Set Asset Lighting Mode, set the Probe lighting mode for all the static mesh assets used by these actors.

      Before changing asset lighting modeAfter

      Actors using the Probe lighting mode are excluded from Enlighten computations, so they don't emit light onto other actors. We want the illuminated signs in our level to emit light, so we'll continue to use lightmaps to light these signs.

      The lighting could be more efficient if we use the Contribute Probe lighting mode, but we'll cover that option in another tutorial.

    7. From the Show menu, select Use Defaults to show the level with the default editor visualizations.

    Next

    • 5. Use shared lightmaps
    , multiple selections available,
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