Forcing meshes into Lumen when FastCameraMode is on

In our game, there are some interior room levels where we use modular wall pieces, and those meshes are small enough that they get removed from the Lumen scene when viewed from the middle of the room when LumenScene.FastCameraMode is on. This causes the room to look much darker.

Authoring the wall using smaller modular pieces is easier for our art workflow. And we don’t want to increase LumenSceneDetail to lower the size of all allowed objects in Lumen, we just want to have those wall pieces always be in the Lumen scene since they have a comparatively large effect on the scene lighting. I was wondering if there is a way to force specific meshes to always be included in the Lumen scene?

Steps to Reproduce
1. Open the attached project and look at the level named ‘Scene’

2. Cubes have been used to construct a small room with one point light inside

3. When LumenScene.FastCameraMode is set to 1, the room gets much darker because the walls are constructed with multiple small meshes which get excluded from the lumen scene

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Hi there,

It looks like your best bet is to toggle on the Emissive Light Source option on the static mesh component.

This will effectively increase the range that the object culls at in the Lumen scene as shown below.

[Image Removed]Let me know if this solves the problem for your use case.

Regards,

Lance Chaney

Awesome, that’s working well for us. Thank you!