I’ve been desperate to find an answer to this lighting bug, this has been going on for several UE4 versions and nobody seems to know why. So if anyone has some insight on this issue, please let me know!
I have quite a few sublevels that load in and out in a persistent world via level streaming volumes. When the next level loads via player streaming volume overlap, any level that’s still loaded, all of its moveable actors and blueprints actors turn dark! Some almost black! And it doesn’t matter the distance between levels, as long as it’s loaded in the persistent world. I’ve tried a new persistent level with nothing in it but the sublevels. I’ve tried package builds, same issue. I don’t know what else to do. Each level has its own baked lighting, own lightmass importance volume, and post-process volumes. Only the persistent level has a skylight and directional light which is set to moveable. The sublevels are only baked point lights and spotlights.
Here’s how the level looks before anything else is loaded.
Here’s how the level looks after another sublevel loads in.
And if the player were to return to this sublevel, and the previous sublevel unloads, the dark assets stay!
I’ve only seen a few other posts with this issue and they never got an answer. If anyone has any insight, please let me know!
Here’s a youtube video of me bringing in the levels as well.