I’ve isolated a lighting problem in my level to something funky happening with the directional light. I feel like I’ve scoured the internet and have found nothing. (Note: In all the images below, the directional light is the only light that exists in the level.)
In the image below, both door A and B are the same Actor Class Blueprint. The door frame static mesh is **static **and the ***door static mesh ***is movable. Door B is lit correctly. Door A is aggressively “bloomed out”, almost glowing:
However, the issue starts and stops very abruptly. This test ***door static mesh ***highlighted here (also set to moveable) is at x = 137. It’s correctly lit. By moving a single unit to x = 138, it gets the weird aggressive lighting.
I don’t believe it’s an issue with the Volume Lighting Samples, but for reference, take a look. They all look correctly shaded to me.
Additionally, in other spots of the level, the same door Blueprint has incorrect lighting. Here, we’re on the other side of door A; door C is all messed up. I would expect the door of door C to be the same color/shade as the door frame of door C.
Here, we are on the other side of door C, which is also on the other side of door B as well. This side of door C should be receiving NO lighting. Plus, door B is exhibiting that same weird glowing strips
For reference, the same scene as above with door B open (into the room that contains door A).
I do have a **Lightmass Importance Volume **around the level, and the settings are here:
Additionally, these are the settings for my directional light:
My editor version is as follows: Version: 4.13.2-3172292+++UE4+Release-4.13
I don’t think it’s an issue with UVs since door A is properly and correctly lit.
Any ideas of what’s going on? I really appreciate any help or suggestions.