I tried to look on the unreal documentation and from what I can see it looks like the same thing… and that it’s been replaced in 4.18?
Not sure if that’s what’s the case here, but it says that the Indirect Lighting Cache has been replaced and that it can be manually enabled by setting it to “VLM Sparse Volume Lighting Samples” - doesn’t that mean it’s the same thing?
Edit: Maybe it meant “Changed from Volumetric Lightmap to Sparse Volume Lighting Samples”? If that’s the case, why?
Not trying to prod or anything, legitimately curious here.
Oh, interesting. Sucks that volumetric lightmaps still don’t support level streaming almost 2 years after its release. I’m sure there’s some sort of technical hurdle that would make it difficult, but oh well.
Hmm. I wonder if by “old system”, she means the one from the alpha. That’s the only time I can recall the lighting being different. And if that’s the case, I’ll be stoked because that lighting was far superior.
No, she doesn’t. You’re thinking of baked lighting, which affects the lighting of maps. As she says, volumetric lightmaps control how objects are lit while moving around the world.