Hi everyone,
I’m facing an issue in Unreal Engine with Lumen enabled. I’ve set up indicator objects with emissive materials (green for valid placement, red for invalid), but I’m struggling to prevent the emissive material from spilling hue onto surrounding walls.
To clarify:
I've already configured the indicator objects and their placement logic.
The challenge lies in maintaining the emissive glow of the indicators without affecting the color of the surrounding walls.
Any advice on material setups or best practices to prevent this hue spillage would be greatly appreciated.
Thanks for your help!
Best,
Vlatko

The engine coders spent ages getting this working, it’s part of Lumen 
If you don’t want bounced light, you can turn Lumen off in the project settings, or a post process volume.
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Hey, thanks for chiming in!
I know its part of lumen by default, but , I’m exploring if there are any nifty tricks or workarounds using post-process materials or Stencil buffers to tackle the hue spillage issue. Our project heavily relies on Lumen for architectural visualization, so disabling it isn’t an option.
Any thoughts or ideas would be awesome!
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Ah, sorry, you asked about this already, right?
I’ll come back to you…
Did you try?
r.Lumen.ScreenProbeGather.ScreenTraces 0
Ok, I have it
Open the mesh in the static mesh editor, and set

and on the mesh in the map, you need

That works

( before it was )

You might be able to get away with just the second…
Thank you for trying to help. That helps a little, but its not a perfect solution. I am not even casting shadow from this object.
this is before:
This is After indirect off
I did.
and how the scene is looking without emissive object:
Last 2 hours trying to find stencil math logic to do this in Post process materials.
If I am successful I will write my findings
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It is a lot less though, eh? 
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