# Emissive light hidden in a multiple meshses spline 

**URL:** <https://forums.unrealengine.com/t/emissive-light-hidden-in-a-multiple-meshses-spline/2461349>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [April 17, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/emissive-light-hidden-in-a-multiple-meshses-spline/2461349 "2025-04-17T13:14:17Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Seppia89](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Seppia89](https://forums.unrealengine.com/u/Seppia89)\
**Post date:** [April 17, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/emissive-light-hidden-in-a-multiple-meshses-spline/2461349/1 "2025-04-17T13:14:17Z")

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Hi everyone, I’m struggling with this problem since days. I think I looked everywhere for a solution but I didn’t find any.

I have a spline with multiple meshes attached and everything works like I want but one thing:  
I added a spline mesh component, his material is emissive and I would like to hidden it in game while keeping the emissive light in game. I already enabled: Hidden in game, Affect Indirect Lighting While Hidden and Emissive Light Source. The result is: I can see the mesh and his emissive light in the level map, but when I play the game I can’t see the mesh (as wanted) and the emissive light.  
I’m a total beginner and I have a limited knowledge of UE, but I really need to know if there is a solution to this. If screenshots are needed I’ll try to attach them in the follow answers.

Thank you

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**Author:** ![FedeDevBRS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FedeDevBRS](https://forums.unrealengine.com/u/FedeDevBRS)\
**Post date:** [April 17, 2025, 4:47pm UTC](https://forums.unrealengine.com/t/emissive-light-hidden-in-a-multiple-meshses-spline/2461349/2 "2025-04-17T16:47:03Z")

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Hello @Seppia89, how are you?

I’ve been testing what you mentioned (UE 5.4.2), and it seems that the **“Affects Indirect Lighting While Hidden”** checkbox doesn’t work properly with **Spline Mesh Components** —but it _does_ work fine with **Static Mesh Components**.

A possible workaround is to **convert your splines to static meshes** , especially if your goal is just to use them for lighting and not render any actual geometry. There’s a **built-in tool** for this in the editor, and it also helps optimize by merging everything into a single mesh. Here’s a video showing how to use it:  
📺 [https://www.youtube.com/watch?v=Tr8SlLqX2XM](https://www.youtube.com/watch?v=Tr8SlLqX2XM)

Helpful links:  
📘 Lumen & Emissive Materials: [Using the Emissive Material Input in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-the-emissive-material-input-in-unreal-engine)  
📘 About _Affects Indirect Lighting While Hidden_: [Emissive material only visible to Lumen (invisible in game)](https://forums.unrealengine.com/t/emissive-material-only-visible-to-lumen-invisible-in-game/620888?utm_source=true)

Hope this info helps! Cheers 😊
