Light Bleeding and interior to bright.

Firstly, in the photo below ive added a picture of a 100% enclosed room using the starter kit wall and floor. But as you can see edges have bleed threw and the whole areas lit up like a Christmas tree. Even hitting play inside the area gives me the same result as well, but i have in the scene a
Sky Light
Directional Light
HeightFog
SkyAtmosphere

others using just these have completely dark rooms and lighting is great. un tweaked but mine is horrid. any suggestions or ideas i can try to fix my lighting? and this is across multiple projects as well. as this photo is of a blank standard level with one plane and the walls/floor. its quite frustrating i cant even get a proper block out, Also inside even “cave”/“dungeon” levels i made im getting the same results of once i go inside its pitch black then the shaders catch up and slowly the scenes light up to the photo below.
Thank you to all who answer and can help.

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Is this a default level with default lights, or have you tweak lighting settings?

Yes i have tweaked the settings, and set it to even others have in lighting tutorials to try to fix it but mine always end up lighted on the inside. itll start out blackthen slowly fade the light in if that matters. I read someone mention the attenuation radius which i tweaked and still no changes.

Ah, turn off auto exposure :slight_smile:

Literally just found this when i read your answer lol. I completely feel stupid now for not checking that first lol thank you!

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one more thnig id like to ask (i hope the GIF i posted works lol but around the light shining into my scene in play view and the viewport it seems like the light is ??Making droplits it almost looks like around the area the light is. you can kind of see if in a photo i poted as well the lighter areas around the square. its not like solid light like i asid it almost looks like droplets but i know its not. any suggestion on what it is or i can do?

SewerScene_-_Unreal_Editor_2023-06-06_10-24-23_AdobeExpress

The ‘spread’ of light is called bloom.

You can change it ( turn it off, lessen it, increase etc ) with a PP volume.

The way that it ‘fuddles’ around is Lumen. It will go eventually, I assume. Until then, all you can do it turn Lumen off :slight_smile:

i think i found the issue, its not with lumen but i think my meshes lightmap is all funky imma see if i can fix it bc testing with the starter content and building a basic box with a window hole in the flat roof i dont have the above mentioned issue.
thanks for that though!!

If you’re using Lumen and moveable lights, light maps don’t do anything…

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Oh… That’s what someone else mentioned to me could be the issue. i don’t understand then why only my imported meshes have this funky “Light Droplet” effect then. As i said the starter content meshes doesn’t have this issue.

Could be that you have set the mesh to calculate distance fields?

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it shouldnt, but i went and just done a quick rebuild of the mesh parts and imported to UE5 and i dont have the weird “droplets” issue anymore. Light seems to act accordingly now.

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No, it should :slight_smile:

Lumen uses distance fields.

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Sorry i ment that as the issue shouldnt have “fixed” itself as i ve rebuilt and re-imported it many times now but weirdly this time (nothing new) i dont get the “droplet” issue from before. Thanks though for everything. hopefully ive got it from here :sweat_smile:

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