I made a game that has some lamps in an apartment which were made using blueprints. In those blueprints, I have the static mesh of the lamp and a child light component which is set to movable. Those lights frequently change in-game. Their color changes as well as they sometimes turn on/off. (It’s a horror game) I don’t want to use stationary because the GI will remain when they turn off.
That worked FINE on my and some other PCs but when I published the demo and saw some youtube videos playing my game, those lights were completely off. The static meshes are there, it’s just the light components that don’t show. That confused the players that eventually quit the game as it’s quite important to the gameplay.
I have another light source which is NOT in a bp that also turns on/off and changes light color but works fine! Also I’ve noticed that light components of other bps that DON’T change color also work fine!
Plus, I can STILL see those lights in reflections!
Extra Info: I have a lightmass importance volume that covers the entire apartment. I am aware now that I shouldn’t use it like that but I’m wondering if that caused the problem. But still, WHY only on some PCs?
Extra Info pt.2: I noticed that when those youtube videos start the game, it sets the game settings to low as it runs a benchmark check the first time you open it. On low settings the lights seem fine, but then, they manually change the settings and that creates the problem. I tried the same on a low-budget PC and it still worked fine!
Can anyone PLEASE help me as the game is public and I’m going crazy? 
Thank you!
When it works:
The problem:
Can you show the blueprint of the light?
Absolutely: Lamp that changes color posted by anonymous | blueprintUE | PasteBin For Unreal Engine
Custom events:
toggleFlicker = I use it to turn on the “flicker mode” and turn on the lamp if it’s off.
flickerLights = toggles the light visibility every .04 seconds to create the flicker effect.
changeLightColor = changes the color either instantly or smoothly.
ToggleLamp = allows the player to turn on/off the lamp.
FireAction (Interface) = fires when the player presses ‘E’ and toggles the lamp
resetLightColor = resets the light color to it’s default.
changeDefaultLightColor = changes the default light color.
There’s quite a lot of problems with those blueprints, although nothing I can’t specifically point to that would give the behavior you’re talking about. I understand you got them from youtube, there is a lot of misinformation there.
The fact that the lights fail after changing color is possibly where you want to focus.
Here’s the fixed versions, take that stuff off tick, and
Your old flicker event was leaving the light in an undefined state when it finished. It’s better to actually either turn it off, or record what state it’s in, and go back to that.
Also, the lerp on the color set was not working properly. You have to fix both ends of the lerp before using the timeline. You were sampling the lamp color.
I don’t know if this is of any help. But do test this new stuff in your setup before using it, as it is a published game.
And the numbers the wrong way around in the ToggleLamp lerp

The rest looks ok.
Thank you for taking the time to look at the bp. Unfortunately it doesn’t seem to fix the problem, but still, code got improved, so I appreciate it!
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If you can find any sort of pattern, come back here, maybe I can track it down…
Hello! I noticed I haven’t written anything here. It took me a while and I still haven’t figured out the exact cause, but it seems like some GPUs or their software would just not render those dynamic lights because they were too expensive.
I figured this out because once I optimized the game A LOT, the occurances started being way less frequent. Idk if I should mark this comment as the solution, though.
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