I’ve run into some strange issues with lights recently, where meshes that are masked to channel 0 are still being affected by light sources that are only set to channel 1 or 2. What’s weird is I won’t usually even see it affect the wrong mesh until after the light build where it seems to bleed into the mesh for some reason. Any insight into what I may be doing wrong?
are you using Nanite in UE5?
I experience the same… looks like Nanite doesn’t support lighting channels?
cheers