Hi, whenever I build my lighting my movable meshes (doors) are lit from a cerain hight level. I use the UE4 Interior Lighting Series by Ryan Manning for the basic lighting setup. Currently my scene is only lit with an HDRI (in a SkyBox), a directional light and and a SkyLight. The door has all movable components (because it has to open). When I add a mesh in front of it and make it movable it also has these strange light artefacts at the same z-level. I added a picture to show the problem! The cube (movable) is added to show the effect isn’t only on the door blueprint but on all movable objects.
I think your problem in not the lighthing, It’s the environment reflection.
Drag and drop a Sphere Reflection Capture near your door, and build again lights and reflections.
Hi, thank you for your comment, I tried adding a reflection capture and redid my lighting, but still have the same results.
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Hi!
Are you using the default value for Volumetric Lightmap Detail Cell Size (200)? That means that you have lighting samples at every 2 m!!
Try to go lower with that value (it’s in cm!!) and that should fix the problem!
This fixed it indeed! Thank you!
