light goes out completely in dark areas

Hello! Help is needed :eyes:
Scene in Unreal Engine 5.3.2.
Could you tell me why the light goes out completely in dark areas?
If I go out into the sun and then go indoors again, then for some time it is light in the shaded places and everything is visible. But then, after 10 seconds, the darkness appears and it becomes completely dark.
I’m just learning Unreal, if possible, give me a hint in very simple words :grin:

P.S. Post processor settings > exposure > min and max for eye adaptation, didn’t fix it.

it was


after a couple of seconds it became

it was

after a couple of seconds it became

Looks like bad distance field and/or surface cache representation. Check the Lumen debug views.

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Thanks for the answer! :grinning:
In this mode it looks like this:


Everything seems to be fine… Or not?

Looks okayish, you should probably separate the window geometry into its own mesh and disable “affect distance field lighting” on it. Otherwise my advice would be to tone down the emissives and use real real lightsources (point light, spot light)

Small emissive surfaces can get culled which can cause very view dependent lighting.

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Thank you very much! :blush: I’ll try to understand and apply everything you advised. :slightly_smiling_face: Thank you

i’d agree on the light advice. small emissives are not well injected into the lumen scene. proper lights do. also… if it fades over time it’s most definetely the autoexposure. i would advice to light the build at exposure 0,0 or 1,1 depending what your bias is. then figure out the proper light levels.

autoexposure is a visual crutch that should be enabled as a last resort. that’s a personal opinion tho. not actual advice. :slight_smile:

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Super!! Thanks, it worked :grinning: :grinning:
Disabled “affect distance field lighting” for the mesh of all windows

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