Lighting Issues on Very Small Test Map

Hello!

I’ll begin by saying I’m very very new to UE4 so please forgive me if I’m missing something very obvious here.

I’ve been following a beginners blueprint tutorial and I’ve made a room with a purple light that turns on when I enter it.
This worked perfectly for a while but after a certain amount of time or number of lighting builds, I’m not sure exactly when because I never notice immediately (I’ve done this all over twice), the room stays lit purple when the light isn’t on, as if the lighting had been built with the light on or something like that. It now just gets brighter when I enter the room. Moving the light and/or the entire room changes nothing.

  • The Room:

  • Inside:

  • Outside:

I also have some low poly boulders in my scene that looked fine for a while, however at one point I placed a large pillar (The height of Mt Everest xD) behind it which cast a shadow on them. No matter how many times I built the lighting after moving and eventually removing this pillar, the shadow remains on the boulder, turning it almost completely black. It has a UV map and was functioning fine before that pillar.

  • The Boulder Before:

  • The Pillar, and The Boulder After (On Imgur because I’ve exceeded the upload limit):

Extra Pics - Album on Imgur

One last issue I’m having is that my map is very small with very little going on in it, just a few props, a particle effect and a terrain. I have a decent computer and the props and particle effect are in a lightmap importance volume, the default one with the First Person project. Despite all this the lighting build takes an incredibly long time to complete. I’ve tried changing the lighting quality to production and enabling standalone mode in the swarm agent but nothing changes.

Any help with these issues would be greatly appreciated, I’m pretty baffled.

Thanks

Regarding purple light, you’ve most likely set it to static instead of movable or stationary.
As for boulder issue, got nothing constructive to say. Try changing the boulder in question from static to movable and the other way around.

Lastly, large landscapes are expected to yield huge lighting build times. You might want to reduce lightmap resolution for landscape, or use dynamic lighting only. If you encased whole terrain with importance volume, it will be even worse.

That worked perfectly, all issues resolved. I did actually try switching the light to movable but I never rebuilt the lighting with it set to that. Huge thanks for your help!