Emissive Lights in Meshes Turning Off When Out of Camera View in UE 5.4

I’m experiencing an issue with the integrated lights in certain models from the “Modular Scifi Season 2 Starter Bundle” asset pack, particularly with the “SM_CeilingLight” model. These lights automatically turn off as soon as they leave the camera’s field of view (both in game mode and in editor mode).

Important: All lights integrated into Meshes have this same issue - they systematically turn off when they exit my field of view.

Observed Behavior:

  • When looking directly at the lights, they work perfectly
  • As soon as I move the camera and the lights go out of frame, they turn off
  • The problem is consistent and reproducible
  • This behavior affects all lights integrated into meshes, not just a specific model

Solutions Already Attempted (without success)

I’ve tried several approaches recommended on various forums:

  • Changing the light settings to “Static”
  • Modifying the culling property to “Never Cull”
  • Exploring the parameters of the M_Solidlight_parent material
  • Adjusting various configurations in the node editor

I have also consulted several forum discussions addressing similar problems:

These topics describe issues very similar to mine, but unfortunately, the proposed solutions have not worked in my specific case.

None of these solutions has resolved my problem. I want these lights to remain on permanently, even when they are outside the camera’s field of view.

Environment

  • Unreal Engine 5.4
  • Asset Pack: Modular Scifi Season 2 Starter Bundle

Thank you in advance for any help or suggestions!
Help(1)

There’s a setting on the actor that you can enable called “Emissive Light Source” which will keep its surface cache from being culled. This really only works well with Lumen in hardware raytracing mode though and it assumes you have proper surface cache coverage and raytracing representation for the mesh.

Realistically, you should not be relying on emissive surfaces to light your scene as they are inherently low quality and prone to issues like this. You should be using actor lightsources (point/spot/rect lights) and keeping your emissive materials relatively dim.