# Lighting blown out on just one mesh

**URL:** <https://forums.unrealengine.com/t/lighting-blown-out-on-just-one-mesh/319546>\
**Category:** Rendering\
**Tags:** building-lighting, unreal-engine, Lighting, UE4, question\
**Created:** [May 23, 2015, 4:46pm UTC](https://forums.unrealengine.com/t/lighting-blown-out-on-just-one-mesh/319546 "2015-05-23T16:46:06Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Bafftub](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bafftub](https://forums.unrealengine.com/u/Bafftub)\
**Post date:** [May 23, 2015, 4:46pm UTC](https://forums.unrealengine.com/t/lighting-blown-out-on-just-one-mesh/319546/1 "2015-05-23T16:46:06Z")

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So I’ve set up an interior scene. I have a directional light in the scene, but I’ve set it so that it doesn’t effect anything in the scene, I’ve Put a lightmass importance volume in the scene, I’ve adjusted the global post processing auto exposure, but I’m still getting a blown out floor. I’ve tried it with a static mesh, and a BSP. What hapens is that at least with the BSP i’m getting cast shadows on the floor like I’m supposed to but if I click anything in the editor, to move, click on to select an object, anything. the lighting is blown out again.

 ![43910-good.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/0/5/105c21a0025c5d248a7904af906bdc4a19891b70.jpeg)

 ![43911-bad.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/9/7/497534d1f83b64ee66a209e2becb2d436f7f5e29.jpeg)

I’m not sure what to do. If anyone has any ideas or suggestions on what might be wrong, I would appreciate the help!

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**Author:** ![FishBabe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FishBabe](https://forums.unrealengine.com/u/FishBabe)\
**Post date:** [October 10, 2023, 9:30pm UTC](https://forums.unrealengine.com/t/lighting-blown-out-on-just-one-mesh/319546/2 "2023-10-10T21:30:53Z")

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Every time you move an object in editor it loses its lighting data and the lighting will have to be recalculated.
