Mirrored Mesh lights differently

Hi Vanessayunling,

This should help you understand more clearly why this is happening: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

This is not caused directly by mirroring the asset, but by the UVs not being connected for this split edge. When the build happens, lighting calculations do not know how the unconnected UV face is being lit so the shading can different a little to where you get this noticeable difference.

Use the Wiki Guide to learn about some ways you can fix or work around this with your asset.

-Tim

To save space I mirrored two sides of this architecture. The problem is that when it’s lit the mirrored mesh side looks slightly darker. Please could anyone explain what to do?
I’ve just used the basic cube material, with the colour adjusted to white.

Thanks![alt text][1]

Thank you. I adjusted the Static Lighting Level Scale to 0.75, Indirect Lighting Quality to 2, and the Indirect Lighting Smoothness to 1.5, but still had the problem of different shading after light building.

It does look as though the entire mirrored mesh is a different shade, and not just the seams.

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I think it might be related to the following posting. But couldn’t see the rest of the answer

I know it’s very late, but this might help someone:

If you want to mirror the static mesh, you need to have two sided material. Just make your material two sided in editor.

Note: I might not have understood your problem completely, so i might be wrong in this case