So basically I’m stuck in a catch 22 situation with my level. I’m trying to save performance by having my indoors level lit with bright areas and barely lit areas. The barely lit areas don’t need shadows cast so to save on performance I used movable lights with cast shadows turned off. Which works great for performance but lights bleed everywhere in other rooms and so on.
This is meant to be a completely dark room. If I turn on shadows it works perfectly but then it kills performance. I then tried using max draw distance on the movable lights but there are some scenes like a corridor that need at least 7 movable lights that can’t be culled because of the length of the corridor and performance there is terrible.
I can’t replace some of the lights with static lights because I’m using modular walls which shows all the seams. I’m using the modular pieces in the HQ Residential House so I’m sure the UV lightmaps are done correctly.
https://www.unrealengine.com/marketp…idential-house
So I tried some of the fixes in this thread like lowering the Indirect Lighting Smoothness
https://forums.unrealengine.com/deve…hting-Problem=
and it helped with the seams but creates this weird blotchy effect
So thats where I am at the moment. Not sure what else I can try. If there was some way to stop the bleed through the walls on the movable lights when cast shadows is turned off on the light then that would solve all my problems but I don’t think there is any way to stop that from happening.


