In blender I made a hollow box(room) with thick walls and i duplicated and incased the room 3 times so the inner most room has 6 walls around it on every side but directional light is still completely ignoring every wall. Each box is illuminated exactly the same…
This happens when I try to import it to a new project aswell…
What settings am I supposed to change to make directional light respect walls?
heres a link to my blend file if you could check it out in blender and try it unreal engine i would be so grateful https://file.io/YMaqohmtETs6
Hi I’ve seen you around many times when googleing questions.
So I started a new project and when I use the objects in the world outliner playground folder called “sm_cube” to create a box it works, completely dark.
But when I add a bunch of white cubes from the dropdown menu and transform them to create a box it doesn’t block any light at all - same issue as my imported object.
I’m trying to figure out what the difference is but there are a lot of different settings. could you point me in the right direction?
EDIT: sorry I didn’t fully understand what you meant the first few times I read that since I’m new to Blender and UE. I will make a simple modular wall tomorrow and see how it goes in UE, fingers crossed. Thanks
After you told me it should work with the default cube I did more research and decided to verify unreal engine files to reset everything. I don’t know what changed but I’m pleased to say everything works perfectly now including all my imported objects.
I was also getting an error whenever I panned inside any wall cavity on any project “Your scene contains a skydome mesh with a sky material but it does not cover that part of the screen”. I don’t know if this was the cause of the directional light issue I was having or something seperate but this is now also fixed.