Hello,i just started using unreal so I’m still very new and I’m not sure what I’m doing wrong. i managed to baked lighting with gpu lightmass but when i try to play in active player level editor viewport, certain objects turn white. when there are multiple copy of the same object, one or two of it might be affected (despite the objects having the same meshes). when i try to duplicated the “good” objects to replace the “faulty” ones, it still turns white when i try put it at the same spot.
edit : also tried deleting built data to rebuilt the lighting multiple times with diff lightmass settings
I have tried fiddling with the settings for lights, replacing the objects etc as well as some suggestions i’ve seen online from the forum but to no avail
It looks like those objects don’t receive baked lighting but lit by a movable light or the meshes are movable…
Can I ask you why do you have 2 directional lights in your scene?
it is to control the BPsky sphere ( its was taught by the lecturer ) and the other is the actual directional light. i did check that my all of lights were not movable, as well as the objects itself so I’m still confused as to why this is still happening ;;;
Looks like you’re having a problem with Light Maps.
In Unreal Engine when you import a mesh automatically generates a new map of uvs, where the engine will build the light information.
The issue with this is that the map is generated for mesh, and instances (duplicates) of the asset will use the same texture channel. Meaning that on one object the lights will be from one direction and from its duplicate they will be from another, and Unreal will try to burn both lights on the same image.
This leads to lots of lighting bugs, though all of them can be fixed with a few tricks depending on the case.
But the most recommended solution, and the more easiest, is to convert the light from Static to Stationary.
This will allow Unreal to have a simple calculation light, using light baking, but avoiding possible duplication problems.
I did lightmaps for all items in maya so I didn’t use the generated lightmaps from unreal.
My lights were all stationary, and I don’t believe I have any static lights in scene.
There are also unique items that has only one copy that is being affected by this
In the Optimization Viewmodes the Light Complexity and Lightmap Density should help.
In the Light Complexity you can see how many lights are affecting the assets.
Blue is for 1 or 2 lights, green for more and If any object is in white that means that are so many lights touching the asset that Unreal will have problems calculating the lighting.
Next is the Lightmap Density.
This will let you see how bigs are the textures for Unreal to build light data.
Sometimes assets with sizes too bigs or too smalls will cause problem with Lightmaps sizes.
Here blue assets means that the Lightmap have a small size, and red ones that the Lightmap is very big. Being the greens the ones who are “ideal” sizes.
(Although it depends on the situation, for example on my screen what looks blue is the sky sphere, and I don’t need that to have a very large lightmap, since it generates light, it doesn’t receive)
For the light complexity, I checked and there it was mostly green to purplish- so i did try to delete some so it was mostly just green.
(Actually i did try deleting all of the light but the problem still exist even when there’s only a skylight)
For lightmap density, I needed to have my items mostly green for this assignment anyways so I made sure to check before baking the lightmaps
First picture is print screen in editor, and second one is from play mode.
In that problematic part of scene, there is more separated static meshes.
Same problem occurred with static and stationary lighting.
Material isn’t problem too, because that material is on kitchen on the left.