I have an issue with the shadows. I have a room that is completely closed and this room is illuminated by 2 light source from opposite sides. It should be completely dark in the room, but it doesn’t. It might seems that the light sources shine through the walls a bit, but actually this happens due to wrong shadows. You can see this effect in the screenshots below:
Let’s simplify the task. I have created a cube that have 2 sides - internal and external. I moved it close to the light and placed a camera inside this cube. And I see seams of this cube which are lit.
I have a skylight, but it is disabled. My walls have the internal plane and external one. So they are double-sided. I even tried to wrap my room by cube - nothing happened.
Yeah, it’s like the cube’s not there, right? If so, it’s leaking light. It gets a bit better if you have both skylight and directional moveable. The only real cure for that is complete meshes, ie, they are fully constructed.
When you say skylight is disabled, do you mean you clicked the ‘eye’ thing? Doesn’t make any difference, you have to delete it if you don’t want it.
Have you tried with double sided material?
To be honest Unreal doesn’t treat well planes as walls: for correct calculation meshes need to have thickness!!
Also lightmap uvs and resolution: if your lightmap resolution is low and the uv edges don’t align perfectly but there is a line of texels that fall/cover both sides then lighting information might get pulled over to the other side… I hope it makes sense…
I created a thick cube and set double sided material. In additional, I broke up UVs for the lightmap manually, as well as using the “generate lightmap UVs” functionality. All these steps don’t work.
Yes, I made 2 cubes exactly as you described. The smaller one has inverted normals. If the distance between 2 cubes is quite large, then the artifacts are smaller, but still exist. But I can’t afford very thick wall. The thicker the wall, the less artifacts. So, to get rid of artifacts at all, you need to make a very thick wall
I disabled skylight (uncheck the “affects world” checkbox). I rebuild the light every time I make reimport the mesh. Perhaps, something wrong with my light parameters?