Cut off Lights

I had this issue with point lights where the light would be cut off on one side. I tried fixing it for weeks and did all sort of stuff. Furthermore, I’m pretty sure it’s a normal map issue.


I somehow got it fixed after I changed all default texture parameters in the master material to custom textures instead of the default engine ones, but I’m honestly not really sure if that fixed it or anything I did prier.
So I guess, if you have this issue, just make sure all texture maps are set to the correct Texture Group (i.e. “World Normal Map” for Normal Textures), make sure your master material uses the correct texture maps in its parameters (Texture Sample for the Normal actually has a normal map set as default), if a normal map is plugged in then don’t multiply it by 0 and don’t have too many movable lights next to each other.
If anyone knows what exactly causes this, then please take your time to post more info here, since I saw a lot of people with this problem recently. Thanks.

Looks like your mesh geometry (the fire) is preventing light from propagating.
Check your model.
Check where the point light is placed.
Make sure your pointlight has the correct light profile assigned.

While at it. Make sure its a point light and not a spot light turned to the side. You never know…

There is a hard limit of movable point lights next to each other. Depends on the radius of influence of the point light.

A Really bad thing to do would be to stick another torch on the other side of the wall.
Sometimes you have to. Generally, 2 point lights being so close is a no-no.

2 Likes

It’s already fixed, and I am 100% sure it’s not a mesh issue. Not a spotlight or too many dynamic lights close to each other, either. Like I said, it seems to have been some normal map issue with the surrounding materials.
This isn’t a bug I need help fixing, I just wanted to bring awareness that this seems to happen to a couple of people and share some of my knowledge! ^^
Thanks a lot for your reply though :>