Would you be willing to post some screenshots with the issues you’re having. It’s not always a clear answer this way or that way without a reference, especially if a user is new like yourself that may not know exactly how the system may work.
I’m happy to help regardless, but references make it much easier to diagnose and offer some feedback.
There are also a number of stationary lights within the cabin that can be turned on and off by switches on the
consoles, but I don’t think these should be causing an issue.
Stationary lights cannot be used in this manner. You would want to make sure that these are set to movable. The problem here is that Stationary lights is a hybrid of Dynamic and Static lighting, which will bake lightmaps to store the lighting and shadow information into a texture that is assigned to your meshes. If you’re going to turn the light on and off the lighting information that is statically baked will not turn off or be removed when the light is not on.
Other things regarding your scene with dynamic vs static lighting.
- Make sure that you’ve got a lightmass importance volume around your scene.
- Make sure that you’re static Meshes have a second UV setup for the lightmap otherwise you’ll get lighting and shadowing issues that are baked into the mesh.
- Once lightmaps are setup for your meshes you’ll probably need to increase the lightmap resolution for some meshes to get better shadowing information baked to the texture
Here is a guide that Eric and I wrote for some common lighting issues and tips for our Wiki that may help in some instances: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
Also any settings you’re using for your lighting and scene can really be helpful as well.
Thank you!
Tim