Hello, a common question with no answer it seems. this is a similar post but the answer to this question results in baking the lighting instead which is not a possibility for a game with a moving sun.
Im using extremely basic materials since they are lowpoly. Roughness is 1 and theres no translucency with the issue. Here is a clip showing whats happening.
It occurs on a brand new project in UE5.5 with Lumen enabled as well but the actual project is using version 5.3. if I turn off global illumination the issue is gone so that is the cause. Anti-aliasing changes result in no solution, even turned off, the issue occurs still. Ive tried about a thousand variations of settings as suggested from all over the forums or google, ive asked on the Unreal channel on discord to no solution.
Motion blur is off, auto exposure has been tried on and off but isnt a solution for making my interiors dark instead since it also makes exteriors look dark when you look outside. Im willing to find a workaround but the main goal is that I have dark interiors so things like flashlights would actually have a purpose inside buildings.
I have a directional light, skylight, exp height fog, sky atmosphere, volumetric cloud and unbound post process volume but have also tried local post process volumes with adjustments.
Let me know what other information you need, it is a lowpoly game so id rather not up my settings to the point of running a lowpoly game like trash to solve it. Ive tried updating my drivers and backdating them.
Appreciate any help but I appreciate a solution even more haha.