I’m learning Unreal (using ver. 5.1.1) and I’m having trouble with my lighting. I have a room with a bunch of torches on one wall, and no torches on the other wall. The wall without torches is close enough to the other wall that it is still receiving plenty of light. However, if I look at that wall such that all the torches are out of frame, the scene quickly fades to complete darkness. The same thing happens with or without hardware raytracing enabled. It’s really disorienting to be exploring a level (or even editing it in Lit mode) and suddenly have everything go black because you were facing the wrong way. How can I fix this so that lights don’t blink out of existence as soon as your back is turned on them?
EDIT: One more thing I’ve noticed is that this doesn’t happen if I look directly at the floor, for instance. Even though all the light sources are offscreen, I can still see the ground. But if I look straight ahead and there’s no light sources immediately on screen, it blacks out.
Very strange, it’s behaving like screen space only. Have you tried turning off ray tracing? I’m just guessing now, but I have seen that help some people…
there is a lumen setting in Post Process → Lumen global ilumination-> Advanced → Skylight Leaking that can be tweaked to compensate dark areas for anyone that is using diectional light and exposure isn’t cutting it