Lumen lighting issue – Roof corner appears overlit instead of shaded (UE 5.6)

Hi everyone,

I’m working in Unreal Engine 5.6 with Lumen enabled (default settings, no ray tracing), and I’ve hit a lighting issue that’s really blocking me. I’m modeling a house with overhanging roofs (eaves), and the lighting in the corner where the roof meets the wall looks completely wrong.

:backhand_index_pointing_right: That corner should be shaded, as it’s not hit by direct sunlight. However, Unreal is rendering it fully lit, with no ambient shadow at all, which breaks realism.

Here’s what I’ve already tried:

  • Increasing Lumen Scene View Distance
  • Setting all rendering quality to Epic
  • Adjusting Bounds Scale in the meshes
  • Enabling and increasing Distance Field Resolution Scale
  • Switching between Static, Stationary, and Movable lights
  • Testing with basic geometry (just two cubes to isolate the problem)
  • Disabling short-range AO and adjusting AO settings in Post Process Volume
  • Tried using both Software and Hardware Ray Tracing

:orange_circle: Nothing worked.
The issue always happens when the camera moves even slightly away from the corner — from close range it looks OK, but at mid or long distances, the corner becomes unnaturally bright, as if the shading is being dropped entirely.

:camera_with_flash: I’m attaching screenshots showing the issue clearly.
Shadows elsewhere behave correctly — this seems specific to concave angles like roof-to-wall or ceiling-to-wall in outdoor lighting.


Has anyone encountered this behavior with Lumen?
Is there a reliable workaround or CVar trick to keep ambient shading in these tight corners at a distance?

Thanks in advance!

try your skylight settings in PPV, skylight leak might be the issue

Quotes About Hard Work: Fixing lighting issues like overlit roof corners requires patience and precision. “Hard work spotlights the character of people.” — Sam Ewing.