Lighting overlaps during level streaming loading/unloading

Hi everyone!

Suppose I have the following level structure: a peristent level (which is empty and has no light sources or meshes), and two independent sublevels A and B (each containing both light sources and meshes). Suppose level A is loaded and visible, and level B is hidden and unloaded.

I want to switch from A to B as seamlessly as possible (ideally, no empty screen or loading screen).

What I’m doing is setting B to be loaded and shown (from C++), waiting until B is fully shown, then hiding and unloading A. The problem is — there’s a short period of time when both levels and their lights are loaded and visible. This causes the lights from A and B to overlap, which doesn’t look nice on A. Directional lights are the main problem, because they don’t care how far apart A and B are.

How should I approach this?

I’m currently on engine version 5.3.4.

1 Like

You need to have all the lighting in the persistent, and the sublevels are totally dark.

Then it will work fine :slight_smile: