Moving streamed level breaks lighting

We are using level streaming to generate a procedural dungeon using premade rooms (kinda like binding of isaac).

The problem appears when moving and rotating levels to position them for the dungeon, it feels like the lighting stays static and starts affecting other areas of the room, also making some areas look a lot darker. In addition to this movable actors also look a lot darker and weird.

Is there any solution to this or we just have to find a way around the problem?

So, the stream level contains all the lighting and can exist as a standalone level? ( ie, there’s also no lighting in the persistent?

Also, do you change the orientation of the level, or just stream in straight in?

EDIT: I just re-read that, and see you are. Have you tried streaming them as instances?

We have main level lighting and then each level has their own static lighting, what do you mean with streaming as instances?

I have a variety of lighting setups in various levels, but no lighting in the persistent.

I just noticed you were talking about moving the levels, and maybe that was somehow fighting the light setup, whereas:

is specifically for loading a level at a given transform.

Hey sorry for the late reply,

yeah we load the levels with specific transforms but the lighting still breaks, for now the solution has been to drastically reduce light complexity and just work with full dynamic lighting.

Hey sorry for the late reply,

yeah we load the levels with specific transforms but the lighting still breaks, for now the solution has been to drastically reduce light complexity and just work with full dynamic lighting.

Ok, it’s a bit out of my area. There is always lighting scenarios, don’t know how useful they are…

Did you found a solution without a need to move to dynamic lighting?

Sadly no, we had to switch to full dynamic lighting and loose a lot of quality…