How to fix fading dynamic light issue?

Hi guys,

I’m having an issue with my dynamic main light in my RTS level (acting as the Sun). The light currently fades into darkness depending on the camera angle or distance from the character.

In this video you can clearly see the light fading in and out with the characters just moving their heads around:

Can anyone tell me how to fix this problem?

Thanks in advance for your time.

I’m just checking, is all that action centered roughly around 0,0,0? You’re not accidentally at some very remote point in a level?

Is the directional light being manipulated in anyway by blueprint? Should it be constant, or are you using sky atmosphere etc?

Is the ground at 0? How far from 0,0,0 are you?

Hi @ClockworkOcean,

The action is happening close to a corner in the level, so yes, a bit far from the center of the level. The light itself is supposed to be constant (as in, there is no day/night transition or animation) and I am using atmospheric fog, skylight, directional light, and sky sphere

this particular part of the map is UNDER 0 in the Z axis (-143), this section is also very far from the 0,0,0 the exact numbers are:

X: -18730
Y: -17663
Z: -143

Ok, that’s not far.

Sorry, I have no idea at all… never seen anything like it.

Does it happen in a ‘vanilla’ level?

@ClockworkOcean

After looking at several settings I have managed to fix the issue by deactivating the Auto Exposure settings within the Project Settings, and adjusting my directional light and skylight settings accordingly.

Thanks for your assistance and the time you’ve taken to try and help. It’s much appreciated.

The issue was resolved by deactivating the Auto Exposure under Project Settings and adjusting the Directional Light and SkyLight settings accordingly

Ah… auto-exposure is evil… :>

Hahaha it most certainly is

Hello @LEP1981, I’m developing a multiplayer first-person shooter. I have a request from you, do you have an e-mail address where I can reach you? If you want, we can continue to talk about it here.