Dynamic Lighting Shadow Bias problems

If the light it set to dynamic, the shadow edges of the doorway appear correctly.

That thread helped a great deal :slight_smile:

Just so you have a bit of an idea of what i’m trying to achieve, I’ll give you a bit of an overview:

It is first person (non shooter) game, with full body awareness. (for now, for the sake of testing, I have just used 3rd person template and attached the camera where the characters head is…which I’m not sure is the best solution, but that is something I will research more later for the most viable solution).
The player is small in comparison to the world.
There will be a mixture of static and move-able objects.
There will be a mixture of stationary and move-able lights, however move-able lights are generally only small, not lighting up a large area. Lighting will play a major role in the game-play.
I wish darkness to be pitch black in area’s that there is no outside light coming in. (eg. An ensuite that does not have any windows, and the door to the ensuite is closed)
Move-able objects will be things such as light switches, lamps, boxes, doors, draws, fans, pillows, toys, taps, ropes, cords, hoses, and so on…
There will be a multitude of animated actors, sometimes in large numbers, they will have shadowing and can interact with the player and interactive objects within the game world.

I am modelling everything 1:1 scale in Maya, exporting 1:1 scale, then in UE4, I scale the objects up to 7 times their size, except for the player. (I’m only doing this for the sake of prototyping. I do not believe this is the best solution).
I am open to suggestions for how I should scale things, as I have only done this just to rough up a proof-of-concept or prototype.

I believe (uneducated guess) that with the current scaling, if I set my indirect lighting scale to 1, it will be mismatched with my lightmap resolution of my objects since they are all scaled up by 7 times. And I believe that this is causing an issue with my lightmap scale, unless I change my lightmap scale to 7.
As a result of everything being so large, my lights need a larger attenuation radius and higher brightness levels to effectively do anything…for example, brightness is now set to 50,000. They were roughly 1500 before, and since then I have tried various other values with no success.

At the moment, while I have 15 light bounces, the light just doesn’t reach the floor of my rooms as you can see, I assume this is because the light only bounces within the attenuation radius? The corners are all dark, rather than being lit up, and if I make the light even slightly bigger to envelope the entire room, it will turn into a dynamic light. The only solution is to move it down to the middle of the room, but it looks odd then.

The next problem I have is that the move-able objects for some reason are illuminated in complete darkness. I made them move-able just as examples.