This one is just weird.
Its static/baked lighting we are using, but you can get it to display in real time in the preview using different settings.
In certain circumstances, lights (all light types, but specifically using point lights for testing) do not illuminate as they should, instead they ‘draw darkness’
I don’t know how else to describe it.
It is not a shadow, that would be caused by an absence of light due to something blocking the path of the light.
This is a darkness emanating from one side of the light itself.
I include some screenshots to help illustrate the point.
The ones with the darkness are snapped directly from a quest 3 headset, and the others for comparison showing what we expect are from the Android Vulkan preview in the editor (which displays no darkness as long as the decal DBuffer thing is disabled.)
This does not affect standard PC rendering, but you can see it in Android Vulkan preview (sometimes).
If I enable Engine - Rendering >> Mobile >> Mobile DBuffer Decals I get the effect in preview.
However, I am also getting it (albeit in different locations/angles from the light) on the packaged Quest app, when Mobile Dbuffer Decals is disabled.
If you move the lights, the darkness they cast moves with the light in the same way that, well, the light should move with the light. The darkness is always cast at the same angle from the light, relative to the world
Rotate the light, and it has no effect, the darkness is in the same place.
Rotate the static mesh room the light is in for example, and the darkness will of course fall on different parts of it.