Object created in Blender seems to absorb all lighting in Editor. But why?

Hey there.

I’ve got a problem which I can’t figure out. Possibly there is no option to go this way, but if there is one. Hopefully you will tell me.

My problem to figure out:
That stair is for a dark room without any lights. The view will be possible trough a viewport of a scanner which shows up faces and edges. A bit like Wireframe with reflecting faces. Usually I would try do get my optics through Texture and Material, but without light?

I’m building a metal stair in Blender. Every step got a grid. To prevent too much faces I worked with parenting and instancing faces in Blender.
That’s my unfinished Object:

Neccessary Screenshots:

On the second Screenshot you see I just imported it to the standard Map of Unreal.

I beg there is some problem with missing UV-Map and wrong rendering. The child which is instanciated on every step got an UV-Map, but for the parent (the whole stair with its 30 steps) there is no possibility to create an UV-Map in Blender, because there are no faces (even no edges and vertices) on that object anymore. It’s just instanciating the single Object for the steps.
I’m max confused about the correct show up on Playmode in difference to the wrong way in Editor.

I hope you got a blessed Christmas eve and even blessed two Christmas days.
If this is not valuable for you: Hopefully you got a nice weekend :slight_smile:

Shame on me. Moderators can delete or hold that post.

Resolved: Don’t cast dynamic shadow on static object. Also have to turn off “Affect dynamic indirect lighting”