I would like to ask blender community to help me out with whatever it would make me understand better the problem that i am facing and would be understandable for my basic knowledge in blender. Before presenting the problem that I face, please be patience with me and try reading all that I will write here.
After many hours spent in front of blender, smashing my head to the wall until understanding mostly the basics and figuring things out how they work, how they might work if they are willing to be imported into an engine and watching many videos, I came to a big halt to my small project. In blender, everything looks fine (especially in the rendered mode -see image-). Now I am willing to finish the work and pack it up so that it can be taken in unreal engine to work with it. All that is left is to bake things into it, but here it comes my problem. As far as I have read, tested, and tried to find videos about it (not that I was lucky), the emission surface that are added in blender cycle into the mesh (not separate object, but in a bigger mesh -see image-) can not be exported from blender nor baked in blender. Sadly, this would push my work way back or I will need to find some kind of alternative to it and just give up my "dream" with it. This is why I came here, to ask the community if there is a way for my solution before I just give up with this surface emission that I have added.
In short words: - how would be possible exporting a file of blender cycle object with surface emission in it into an engine (unreal engine/unity or whatever, i want ue4) because it can not be baked and i think fbx will not export it.
Hope that my problem at hand is well written and explained, also the question is clear about what I wish to do. Any kind of solutions, suggestions, tips, videos, lectures (whatever) related to this are welcome, just hope that i will understand them.
*.fbx export/import = i have tested it, exported in fbx a model with surface emission, but when that was imported back into blender the surface emissions where gone, i guess it will happen the similar thing in ue4, not 100% sure.