Interior Lighting Problem

Hello there!

I’m working on a blockout and trying out Lumen for the first time.

I have a completely closed off room with just one point light, however as I get close to the walls, some of the lighting from the outside seems to slip through somehow.

Interior Lighting

I’m not sure what’s causing this, and I’m not sure if there are any specific object details in my world outliner that need to be screenshotted to share for more info. If so, please let me know.

Thanks in advance!

I’m curious. How are you blocking things out?

Assuming you know the difference:
Is the room mesh currently Manifold or non manifold?

If the latter, then light leaks are normal (just like in baking).

You can either make a corner piece to cover the corner, or ensure that the meshes making up the room are manifold.

I would also assume that - like with UE4 - walls need to have thickness and be double-sided to block out light.
This may or may not be true for Lumen, but its probably a good practice to follow anyway even if it adds extra complexity to a scene.
(It prevents bugs/hacks/cheating if someone somehow manages to sneak into the outside of a playable area too)…

Turn virtual shadowmaps off