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Hello! @BigGulperStroka4 This issue is known as light bleeding/leaking and there’re different scenarios where it could happens :
- the wall mesh is not manifold and there’re holes between surfaces (between wall and floor or wall and ceiling, for example)
- the mesh has not enough thick or has not at all
- the mesh has inverted normals
So, lets check these factors first.
If :
- there’re holes , you can fix them snapping the edges to the corrisponding faces (if they’re separated meshes, otherwise adjust the topology in modeling)
- has not enough thick, you can give it manually extruding faces along normals or applying a solidify modifier (apply it before to scale the mesh)
- normals are inverted, recalculate them (you can do it inside UE too) or set “two sided” as true in their materials settings
You could fix it using light blockers too, but It’s more time-expensive.
I hope can help you! Let me know! ![]()
