Creating geometry with lighting in mind...

Hello, just a quick question, I’m somewhat knew to Unreal. Just wondering if the assets I’m making (In Max, Maya, etc.) needs to have geometry on both sides so the lights in engine don’t pass through, or if there’s a way to stop that from happening without adding a ton of polygons that no one would see?

It’s not the amount of polys, it’s that the asset needs depth. For a wall, you need an actual wall, not just a plane.