[4.24.1] Bad light calculation?


I’m making a whitebox of a simple level (a garage) but I’m having some issues with lighting. I have 4 floors, all of them with the same distribution and light set, but when I build the lights the results are very different on each floor, and I don’t know why.

Here some images:



Floor 4

The lightmap resolution is the same on each BSP component (1024 for floors and 128 for colums). So, if I have the same light set and the same lightmap resolution for each floor, why are they so different? What am I doing wrong?


BSP’s lightmap resoltuion should be lower and lower if you want to have better resolution/result!! So now you have a very low resolution lightmap on everything! What happens next is you’ll get a “random” lighting information everywhere which can look different every time since it’s a random result!!
You’ll need to set a higher resolution lightmap for those objects you want better lighting results! Also your scene setup + lightmass settings are important to achieve good/realistic lighting results!

Dammit, is the BSP lightmap resolution still inverse? I thought it was inverted to fit the logic of the static mesh D: So back to lower resolution then. Thank you!

Hay Darxen

Lighting is tricky and there could be a combination of issues but from what I see lightmaps is not one of them. The best way to resolve lighting issues is if you could provided a sample project file to look at.

What seem to be lacking is a PBR type material but more than that it looks like your trying to force the spot lights to provided the lighting solution all on their own.

HDRI and a postprocess volume can help to set the base light level through out the entire volume and from there use lighting elements to add the detail

Hey, guys.
Developed light studio setup for Unreal Engine 4.24