FAQ
Common Questions and Concerns
Performance
Q: Is there a performance cost using volumetrics?
A: There most certainly can be a performance cost using volumetrics. PVLK can still be used without the use of volumetrics, but helps aid in the ease of use of it. To learn more about performance and ways to help save the impact, check out the Visuals and Performance section.
C++ or Blueprints
Q: Will PVLK work in a C++ or a Blueprint project?
A: It will work in both a C++ and a Blueprints-only project.
Games and Packaging
Q: Can I use PVLK in my game and will it package?
A: Yes, PVLK will package in your game. PVLK is meant to be game-ready, meaning you should have zero issues or conflict when packaging your game. This means the runtime actors (lights, fog and post process) will be in your game, as expected. The editor tools stay with the editor.
Directional Lights and Skies
Q: Does PVLK have any custom Directional Lights or Sky assets?
A: No, there aren't any custom assets pertaining to either. PVLK is meant only to work on volumetrics using the 3 standard light components (Pointlight, Rectlight and Spotlight), within your level. Directional Lights do however interact with fog and volumetrics, so keep that in mind when creating outdoor scenes.
PVLK Assets in a Project
Q: Can I remove the plugin later without breaking my project?
A: You can, but it's not recommended, unless you intend to delete the blueprints and actors in your project, or have them replaced. You can still uninstall or disable the plugin, and open the editor, but all of the actors and blueprints will be empty placeholders. So it is recommended to replace all of the assets with your own.
Migrating PVLK Assets
Q: Can I migrate my PVLK assets to another project?
A: Yes, as long as the other project has the PVLK plugin installed and enabled.
Outliner Folders
Q: When spawning a light in the level, why doesn't it go into the proper folder in the World Outliner or Content Browser?
A: When using the PVLK plugin for the first time, it's recommended to keep the Auto Name and Auto Folder Light Assets check box enabled, and spawn in each of the default plugin lights. By doing this, you create the necessary folders in the World Outliner/Content Browser, so that all future lights can be auto categorized into these folders. Also check to see if the folders have changed in the Project Settings → PVLK Plugin section.
Global Illumination
Q: Does PVLK support Screen Space or Forward Rendering for Global Illumination?
A: This has not been tested yet, but will be tested in the upcoming future. Right now, it has only been tested with Lumen.