In Lit view mode, I’ve noticed a lot of these effects in dark environment with scarce sources of light, including hand-held or stationary light sources. I’ve seen sources stating changes to the Post Process Volume can mitigate this issue, but it can be GPU intensive and I’m trying to avoid that. Any suggestions would go a long way.
With lumen emissives are not a replacement for light actors, especially small intense ones.
You need either light actors representing the small light source, or other stronger sources of light, or try to make the emissive as large and subtle as possible.
Both of these suggestions seem to solve it. The light’s intensity was the culprit, and adding a third pointlight source in front also gives it a subtle spread. Might be more to tinker down the line, but it works. Thanks!