Anyone know what would cause this issue in game (screenshot added)

I’m using a DELL with a Geforce 660 tx to test our map on…I see this in the game world

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Now this happened a LONG time ago, but I thought I fixed it before we went live as I didn’t see it on my computer anymore.

I have no idea how to fix this. I REALLY could use a hand in fixing the lighting. I will figure out all my other issues on my own, but I am begging for help with the lighting.

if anyone can really help me, please do. I’m at wits end here and I do not know how to fix it.

BUMP because …come on kids lets get to the bottom of this.

so I noticed that the DISTANCE FIELD SHADOW DISTANCE on Directional Light was at 8600. I lowered it to 7200 and the shadow SEEMS to have gone. I need to test it on another PC to make sure.

but now its like…REALLY bright in my level, even the caves…if you see the cave area in the distance, it looks like its daylight until you get closer. Obviously I can’t have this.

I really would love to talk to someone who has experience with the lighting for Day / Night cycles.

OOOOk so …looks like I am solving this on my own.
again

It SEEMS like the lighting is not “big” enough if that makes any sense. it only covers one side of the playing field *(the game area) and not the other side…as this blackness goes on for miles into the brand new area I built and all that fun stuff.

so my question now is…how do I center or enlarge the lighting to cover all the area on the gridspace

Wish I knew how to help ya but this is modding forum. Not bug fix or tech support forum. You in the wrong place :slight_smile: sorry.

You probably need to create a lighting volume and bake the lighting, that is an Unreal Engine kind of issue not an Ark Modding problem. You might be able to find some help with Ark Modding if you search for lighting. But you would probably get more help looking through Unreal forums.

Thats the odd thing…baking the lighting in the ARK dev kit…isn’t an option. and if it is…I dunno why its greyed out on my editor

Firespark81 its a forum for the dev kit man…its all fair here if Im looking for help.
again this goes back to me saying 'if you’ve not anything to contribute…say nothing"

As you can easily mimic that effect in Unreal Engine by not baking your lighting after you expand the size of your world, it’s very much likely it’s related to lighting.There is a post processing node which would probably have the lighting bounds, but i’m sure you’ve already looked at that, or the Skybox could have the lighting bounds as well.

If there is no Light baking in the ADK they would be computing the lighting each time the maps were loaded.

I wasn’t trying to be rude nor was I not trying to help. I did not see him mention any place that this was due to a mod. So I was trying to let him know he may be trying to seek answers in the wrong place. That is all. Heck if I new what the cause of the issue was I would have just jumped right in and told him.

Honestly I did not look at that. Didn’t even think about it. I need to investigate

its crazy, the issue doesn’t show up on my main machine the one I do the work on, it has an ATI card and it looks good.
I try to play the map on an Nvidia card (Gt660 I believe it was) and I get that issue in the screenshot.

I’ve been messing around with the Cascade shadow settings in the directional light as someone from the Dev team had suggested to me but it doesn’t make that much of a difference.

I REALLY want to make this map as cool as I can so people can enjoy themselves. I’ve played in it with friends and its a LOT of fun…but issues like this are taking the fun out of it a bit.

Not sure you will find the lighting in the PostProcessing Volume that HAS to be supplied with the map. Unless it’s a component or something I could not find any relevant data when I had a looksie earlier, but I didn’t really look very hard.

There will be a PostProcessing Volume in all maps, there is also a day night light actor as well. In UDK and UE4+ you either bake your lighting or you do some heavy messy post processing each time you load the game. If you look through all the textures they have all the ambient occlusion already baked into them, I just assumed they baked lighting. It seems a bit weird that they would do lighting on the fly, but the entire environment is asynchronously streamed into the world, so you can’t bake lighting without the objects pre existing in the scene.

So that being said, there is an option that says how far and wide the lighting is, where it starts and where it stops. Either it’s to do with day and night, i.e. Day here Night there. Or a post processing volume. I just hope it’s not part of the environment streaming, as that would be a lot harder to find.

I was told that it LOOKS like its a per pixel issue with the directional light. Which I’ve been messing with and just getting no where.
at this point …I would love someone to help me fix this, like jump in the map and help fix. I’ll GLADLY give credit on the map page on steam in exchange for the help

Yeah its a bit different from what I am seeing. I should be upfront. I am NOT super skilled in U4 yet…as a matter of fact I’m super noob.
I’m surprised I got done what I got done so far in the map that is currently live on STEAM.

Steam Workshop::Thieves Island that’s the map if you want to see the **** lighting for yourself.

sooooo the directional light…should that be STATIONARY or MOVABLE?

Bumping again as it ONLY happens on Nvidia cards now.