I’ve been learning how to use the Unreal Engine and enrolled in the tutorials on the Academy pages.
Lighting and environment tutorials went just fine, but when I seem to do my own lighting setup, it always goes bananas and after searching online for answers, I just gave up and it just seems more like a serious issue to me.
I’ve made a small office space in Blender 2.8:
Which I imported in UE4, no issues reported. This is a multi-material FBX file.
After setting the materials (which I’ve borrowed from the RealisticRendering tutorial) and build the lighting I get the following:
The following is set in my project:
- Static Lighting Enabled
- Stationary Directional Light
- Stationary Sky Light
- Atmospheric fog with standard settings
- Static objects in the scene
- There’s a Lightmass importance volume surrounding the entire mesh
- Dynamic Shadows disabled (to see if shadows are baked) by setting Dynamic Shadow Distance to 0.0
So essentially this should work, I should atleast get shadows on the roof.
There’s material on each slot as well so it shouldn’t act up.
Tried doing the following:
- As soon as I enable dynamic shadows I get shadows cast through the windows, This should not be necessary
- When I add random elements outside, the light build becomes veeery different (see picture below)
Doesn’t make any sense to me , can anyone answer why this is happening?