I’m developing a project for school, but ran into a problem. I have these lamp objects that are simply a mesh + a point light, but their lights are leaking through the ceiling onto other rooms (the ceiling is one big Static Mesh). I’ve tried changing the lighting mode from movable to static, although it didn’t help. There’s no gap between the ceiling and the walls, I’ve checked and I’m using Lumen as my global illumination method
I’ll put some photos to better illustrate my issue
Considering your screenshots, and the fact that there are no gaps in your geo, the bleeding could be tied to the thickness of the walls, or how the light is hitting the sides of your mesh.
I would add more thickness to the wall, ensure that Cast Shadows is enabled, and disable Two Sided materials for the ceilings, or use light channels in your point lights to affect specific sections of your (channel 0 could affect room 1, channel 1 for room 2, and so on).
In addition to what has been said, my biggest point of input would be to move the light slightly away from the wall. It seems like it is literally on the surface of the wall, and this can cause problems.
Also consider using a spot light instead of a point light. You are paying 6x the cost to capture shadow maps in a 360 degree radius only for half of that data to be a wall anyway.
Also, the attenuation radius of your light seems very large.
Thank you very much for your help. The thing that helped me was the light channel thing. I will be reading about these channels just to grasp them better, but my issue is already solved