# Emissive Material turning off after building lighting

**URL:** <https://forums.unrealengine.com/t/emissive-material-turning-off-after-building-lighting/480201>\
**Category:** Rendering\
**Tags:** lighting-build, unreal-engine, lighting-problem, Lighting, question\
**Created:** [March 12, 2021, 9:36pm UTC](https://forums.unrealengine.com/t/emissive-material-turning-off-after-building-lighting/480201 "2021-03-12T21:36:27Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Sproket911](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sproket911](https://forums.unrealengine.com/u/Sproket911)\
**Post date:** [March 12, 2021, 9:36pm UTC](https://forums.unrealengine.com/t/emissive-material-turning-off-after-building-lighting/480201/1 "2021-03-12T21:36:27Z")

</div>

Hi there,  
I’m setting up a greybox blockout to test lighting and mood for a 3rd person diorama, so I used the engines Third Person template level.  
I’ve set up an Emissive master material and created an instance for it, then applied it to a basic plane geometry from the engine.  
It works fine when moving the object around in preview lighting, but after I build the scene the geometry just turns black and has no emission.

I’ve ticked “Use Emissive for Static Lighting” in the mesh instance, and after testing it out in a different project it seems to work fine but just not in this project. Plz halp.
