I’m working on a mobile project (Android target) in Unreal Engine using Forward Shading.
On both Mobile Preview (ES3.1) and on an actual Android device, one side of every static mesh — even Unreal’s default cube — appears completely black, while the lit side looks fine.
Here’s what I’ve already tried:
Added a second Directional Light from the opposite direction (no effect — seems ignored on mobile).
Tried Spotlights and Point Lights to brighten the dark side (no visible result).Added a Stationary Skylight (Source Type: Captured Scene, Real Time Capture: Off).
Added a Lightmass Importance Volume and set Environment Color in World Settings.
Rebuilt lighting several times, including a Production-quality bake.
Verified UVs, normals, and materials — all correct and using the default lit shading model.
Even inside the Static Mesh Editor, the mesh shows one side completely dark.
Despite baking and trying every possible lighting setup, the opposite sides of objects remain pitch black on mobile.
Could someone confirm:
Does Mobile Forward Rendering (ES3.1/Vulkan) truly support only one Directional Light?
Is there any reliable way to achieve ambient or fill lighting on mobile ?
Is this behavior expected on actual Android devices, or could I be missing a specific project/rendering setting that disables ambient light?
Any advice or best practices for getting softer daylight or avoiding completely black shaded areas on Android would be hugely appreciated.
Thanks in advance ![]()