Different brightness on copied textured mesh

Hi guys,

Really love UE4, however I have a weird issue with some assets in my level. I have created modular walls, ceilings etc, and have started to apply textures. The texture is tile-able, and the objects have been properly UV’d, however, in UE4 the walls even though they are the same, with the same texture etc, have all weird brightness variations between them.

I have attached a picture so you can see what I mean.

Any ideas?


Hi Samo8076,

This is actually a known issue. Daniel Wright, our lightmass and rendering programmer, posted some tips to reduce it. That thread is here.

There are multiple threads related to this on the forums and AnswerHub.


Thanks for the quick reply. I have just tried what Daniel Wright has suggested, and it helps alot, although not perfect. Looking forward to the fix.

Hi Samo8076,

I’m glad that worked out for you! Let me know if you have any other questions related to it and I’ll do what I can to help out! :slight_smile: