Light flickering problem

Hi,

i just started with Unreal Engine and I’m trying to fix this problem for few days. I created simple lighting rod using this tutorial: https://www.youtube.com/watch?v=VsA9mAQvskc

But all I get is weird blurry light flickering: https://www.youtube.com/watch?v=yY2nqukKHyc

I can’t find any solution to this. I created new “basic” level, put lot of lamp assets from store and it still has flickering problem. Can anyone help me with that?

you can tweak with postprocess volume little bit but dont forget to make post process global for whole level or try to set off eye adjustation https://www.youtube.com/watch?v=8kKSubVmQHM that eye adjustation will probably not help you but you can try how lights act after turning it off

Thanks for the tip. Certainly, the postprocess volume helped a lot, especially with flickering effect on walls. However, it’s less. but still visible on the floor or props. Also it helped a little bit with “lighting rods”, but they still have weird foggy-blur. Video here: https://www.youtube.com/watch?v=yNJ-u6F2-2c

I tried changing the emissive material from “Opaque” to “transparent” and then disabling “fog.” It works perfectly, but the problem is that it doesn’t emit any real light. It just looks like it does. This isn’t a problem for decorative items, like the pink bar in the video, but I want the vertical rods to be “real” lights.

An interesting thing to note is that if I use default lighting, e.g. Rect light, it doesn’t have any flickering effect and it works as it should.

If anyone has any tips, I will appreciate it."

Final Gather Quality is quite a performance killer, specially above 5.

As a general advice: try to avoid emissives and use light sources instead, if you want less noise.

This is unfortunately a common issue with UE5 and emissive light. It’s an limitation in the engine.

If the emissive light gets to small and to bright it gets really bad flickering issues. There is a few ways to work around the issue, but in the end you still need to either make your emissive source larger or make the emissive source less bright - after doing that you can add normal light sources together with the emissive to get more light cast around the emissive light source.

After lowering the emissive strength you can set bloom method to convolution in the post process volume and crank it up a bit. That will not make the emissive actually brighter but it will be prercived as brighter due to the convolution bloom effect.

You can also try to crank up the lumen settings in the post process volume, when I set lumen quality between 4-6 I sometimes get rid of some lighting issues, but this is probably not a great fix and It’s at the expense of performance.

Emissive lights can be great, but in most cases you should try to use normal light sources (rect, point, spot, directional and so on) for actually lighting the scene to avoid issues.