# How do i fix lighting for a static interior in 4

**URL:** <https://forums.unrealengine.com/t/how-do-i-fix-lighting-for-a-static-interior-in-4/371086>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [September 20, 2016, 4:44pm UTC](https://forums.unrealengine.com/t/how-do-i-fix-lighting-for-a-static-interior-in-4/371086 "2016-09-20T16:44:33Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [September 20, 2016, 7:28pm UTC](https://forums.unrealengine.com/t/how-do-i-fix-lighting-for-a-static-interior-in-4/371086/5 "2016-09-20T19:28:56Z")

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HI EnergyPlaysGames,

The lighting artifacts your getting is expected based on the way your have authored your meshes.

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There is one thing I’ve not added to the guide for this section right now and that’s if you’re importing this as a single object or you have multiple planar pieces, like your wall, that make up a single wall in maya and will be a single mesh in UE4 then you need to weld the vertices for the faces otherwise lightmass won’t know about the shading on the other edges to help them blend together seamlessly.

If you’re reassembling this model using modular pieces in UE4 you’re not going to really be able to correct this since these aren’t part of the same mesh and will never know what the shading is on the other to blend them properly. This is something we hope to be able to do in the future but haven’t gotten around to it just yet.

-Tim

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