Lighting Issues With Imported Mesh

I have modeled some level meshes in Blender and imported them into unreal engine 4. When I add light to the scene the back face is lit and everything is dark. I only get any light when I place the light outside of the mesh. I’m pretty sure this is an issue with how I made it it blender. Or maybe it’s a UV mapping issue. Any help is appreciated!

view of the scene unlit:

view of the scene in lit view mode:

what happenes when I place the light outside the scene:

the result wen lit:

I’m guessing your normals are pointing the wrong way?

They could be. When I flip the normals in blender the lighting technically works but the walls get culled out because the faces are now on the outside. The lighting and texture are on opposite sides

Can you upload the FBX here? ( of the one without that adjustment ).

I would but unfortunately I’m a new user!

Or you could put it on google docs ( or similar ) and give me a link.

Try just importing the cube from Blender. That should work. What’s different between the cube and your wall?

here is a link to thre file on google drive:

The way I made the level I did a lot of reversing normals so the right side of the mesh was facing inwards rather than outwards. So maybe the lighting thinks the level is one solid object instead of an interior with backface culling. idk.

One solution I did find was to reverse the normals in blender and then reverse culling in unreal in the static mesh lighting settings. But I don’t know if that’s a good permanent solution. because then the level becomes a solid object and my character can’t spawn inside the level.

I put a directional light into the scene which seemed to work, it’s just the point lights that aren’t working correctly :stuck_out_tongue: