I’m quite confused. I’ve created a Packed Level Actor that contains static meshes with Emissive light materials. If I create a new level, adjust the directional light to be dark, and drop the PLA into the scene, everything works fine. If I drop it into another level, the emissive looks disabled and does not contribute to the scene. There’s nothing in the post-process volume disabling lumen, bloom, or anything else. I even tried deleting the post-process entirely, but it didn’t make a difference.
I thought the same so I just copied all of the meshes into a new map and it does look like it is contributing some light, it’s just really faint in this environment. I’m also using 5.4.
Maybe it’s being washed out by the surrounding lights?
Is there a way to boost a mesh’s contribution to the scene? Aside from blowing it out in the material? I’d rather be able to adjust it on a per level basis.
Yeah, I did that as well before I posted. I’ve managed to adjust it a bit better by changing the color via the Post Process. It would be really nice if we could simply turn up the contribution of an emissive mesh.
May have to do with the directional light intensity in the new map, I seem to recall from a tutorial there being settings in the post process volume for maps that affect emissives maybe look there
Thanks. I did manage to get it looking brighter. There were two Post Process volumes in that map that I didn’t realize so I had only deleted one. Still though, the lights seem dimmer than they should which is not ideal. Would be nice to have a way to crank up the emission without blowing out the bloom etc. Oh well, I just threw in some extra light sources manually because it was faster.