How to fix the light leaks in the corner edges? (I have read lot of threads already but nothing is working))

Okay sure. How do I isolate the part I want to share with you so that it will still work on your computer? do I have to copy the content from this specific level which is getting used, in another blank project and then upload the files?

ā€¦I would re-save the project under a new name just in caseā€¦ select the objects you want to keep, select invert and delete all the restā€¦
BUT keep all your lights and helpers (volumes, portalsā€¦), delete only the meshes(!!) you donā€™t want to share with meā€¦
Then save, compress the whole (new) project folder and upload it somewhereā€¦
You can send me the link privately if you preferā€¦

Hey. you can download my project files here:
https://we.tl/t-w7Z5EO8G14

Have a look whenever you have time. Thank you!

Downloading it right now but I donā€™t know when will I have free timeā€¦ :S
Iā€™ll get back to you as soon as I canā€¦

Sure! dont worry about it. Check whenever you have free time

I did have some time yesterday! :slight_smile:
Soooā€¦
Here are my tuned up resultsā€¦ they are not the best but itā€™s easier to explain what is the problemā€¦

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One of the main problems are your lightmap resolution! If you set a 1024 or 2048 lightmap resolution to a mesh it doesnā€™t mean it will be high res!! It all depends on the size of the mesh!!
Here you set 1024 for the walls and the floorā€¦ ā€¦ BUT your walls are way too long!! And your whole apartment floor is one single mesh!!
Would you set as texture a 1024 res picture to your whole floor? ā€¦you know how blurred/pixelated it would look like! The same goes with lightmaps!! These are textures that laid over your materials.

  • so what I did is put extra walls (small ones with high res lightmap) instead of your one long one; same with your floor

Another thing is that you have meshes in your scene which are made out of planes and not ā€œsolidā€ objectsā€¦ Those are not idealā€¦ and can produce strange lighting resultsā€¦

  • I modified your material to 2 sided (the fix would be closing those meshes)

Your materialā€™s color is pure white which is also not so goodā€¦ there are no plain white objects in the worldā€¦ and with pure white colors your scene will ā€œburn outā€ quicklyā€¦

  • I set a light gray color

I also went lower with lightmass settings. (scale from 0.6 to 0.1 ans smoothness 0.6)

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UV mappingā€¦
When I meant keep just the visible areas on your uv spaceā€¦
When you have a plain wall and you snap an object fully to it most likely it will give a bad result (dark line) because youā€™ll need to be lucky to have the covered area snap perfectly with the lightmap texels! And when it wonā€™t, Unreal will give you an in-between result which is wrongā€¦
So here is how I have my lightmaps:

(green areas I keep, red parts no)

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And one more thing: you make way too big of a deal with your light blocking!
All you have to do is CORNER/EDGE snap your meshes and it will work fine!

Hopefully I didnā€™t forget anything! :wink:

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I had same issue of glowing edges today. Changing mobility of skylight from stationary to static fixed my problem.

Thank you for the detailed explanation, saving me a headache two years later <3