LPV = q_q
Once I discovered that UE4 was capable of dynamic Global Illumination my head nearly exploded! I went about implementing it and found it was a mixed bag of results. Sifting through forums for information on this feature reveals that it is still in experimental stages and may have been abandoned. Unfortunately, in its current state the quality just isn’t there compared to baked lighting.
I was able to get acceptable results under certain situations…
…but problematic for the most part.
It seems that you can have good results for outdoor environments but you’ll run into problems with light-bleeding and other artifacts in an outdoor/indoor scene. So at this point in time, I’m just going to go back to what I was doing before because dynamic GI out-of-the-box is a no-go for me. q_q