Level streaming problem in movable object

Good day everyone , hope everyone’s doing great. just want to ask question. The door is a movable object. at the 1st image it’s good and ready to have an animation. but right after I add another level ( for my grass ) it gives again the weird light ( actual behavior of a movable object ) does anyone know the solution ? any tips will be appreciated . Have a great day everyone !
Cheers !!!


Maybe check this out

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You could also try ‘render as static’ for the door and disable cast shadow for the frame. Just an idea.

thank you for this suggestion . will give it a try . I’ll be back with the result of the test . Thank you so much !!!

this won’t work . If I render as static or for surface the object, yes it will bake a light, but as soon as I move the door, It will change the appearance again . this is interactable scene btw sir. Thanks for your suggestion anyway :slight_smile: have a wonderful day !

hey man . I tried what you suggested but it doesn’t work . thank for trying to help man !
kampaii :beers:

Darn. I know it’s something like this…

There is a flag that’s called render as static or similar. It keeps the baked lighting even if you move the door. I can’t find it at the moment. I let you know when I do. Maybe it got removed.

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I think the problem now is that when I add another level, the movable object in the persistent level brightens, I noticed this the very moment when I added a new level and the door and third person mesh ( the human robot ) becomes real bright

Also take a look at this one

I already done this . the setting of my cell is 3 . I notice that the problem occurs whenever I add a new level. even the 3rd person mesh ( human robot ) gives a weird map whenever I add a new level that is baked also.

What is your solution for this. I never seem to be able to remember. I’m going to write it down this time… :slight_smile:

this images show what I’m talking about . after adding a level, the bright texture problem hits . thanks for helping me solve this problem sir . really appreciate it :slight_smile:


I know exactly what you’re talking about, hopefully Makigirl will come and answer it soon. I’m pretty sure she has the answer…

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really hope she come haha. Anyway thank you so much sir !!

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:smiley: I’m not sure if this is what you’ve meant but the way I achieve the same lighting on static and movable objects at the same time is lowering the Volumetric Lightmap Detail Cell size under lightmass settings. The default is 200 (which is in centimeters!), so with that you get lighting information on movable objects only every 2 meters!! If you go low enough, you’ll have the same quality lighting on everything, including the movable objects too!
On your images it seems you have the proper lighting already… maybe the only problem is that after placing anything new in your scene you just have to rebuild your lighting!

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Noted! :smiley:

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thanks for your response . I already done this technique actually ( the volumetric detail cell size ) . I think the problem is about the new level adding to the main level . that’s when this problem kicks in . as you can see in the image, even the third person mesh turns bright when I added the grass level . but the problem is, I cannot bake all of it into 1 single map . since you can only bake for up to 2gb per map (if I’m not mistaken) . I think I need to fake the lights on the movable objects with movable spot lights and materials with very low ambient occlusion settings .

I’m guessing that door gets a lot of light from the other side. I don’t know if you can avoid that. Otherwise you can try to have a different material instance on the door which makes the door darker. Unreal 5 won’t have that problem.