# Static lights disappear after baking?

**URL:** <https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234>\
**Category:** Rendering\
**Tags:** Lightmass, building-lighting, disappear, static-lights, unreal-engine, stationary-light, question\
**Created:** [February 17, 2017, 12:25pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234 "2017-02-17T12:25:56Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![SamirDuran](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SamirDuran](https://forums.unrealengine.com/u/SamirDuran)\
**Post date:** [February 17, 2017, 12:25pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/1 "2017-02-17T12:25:56Z")

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Hey there!

I have problem with my lights building. I’ve both static and stationary lights in the scene. All the stationary lights are baking fine, but static lights do not at all like they’ve never exist. I’ve read all threads about lighting issues and their solutions on Unreal’s Answers but none of them helped yet.

• My scene is originally created with 4.12.5 version (but I tried to open it on 4.14.3 and same problem happen)

• Machine: i5-2500K / GTX 970 / 32GB RAM / Windows 7 System

• All the lightmap stuff like resolutions, UV’s etc are properly set.

• Tried to bake static point lights on a new blank level with some BSPs and it WORKED.

• The only warning I get after bake is: “SkySphereBlueprint Collision enabled but StaticMesh (SM\_SkySphere) has no simple or complex collision.”

Would be super-grateful for any suggestions, Thank you.

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**Author:** ![Raildex](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raildex](https://forums.unrealengine.com/u/Raildex)\
**Post date:** [February 17, 2017, 9:48pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/2 "2017-02-17T21:48:27Z")

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Do your Static Meshes have proper Lightmaps and the Resolution of them is high enough?

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**Author:** ![SamirDuran](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SamirDuran](https://forums.unrealengine.com/u/SamirDuran)\
**Post date:** [February 18, 2017, 12:11pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/3 "2017-02-18T12:11:50Z")

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Yes, of course, like I wrote above, it’s all set properly.

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**Author:** ![isayitsok](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/isayitsok/32/1100267_2.png) [@isayitsok](https://forums.unrealengine.com/u/isayitsok)\
**Post date:** [April 18, 2017, 2:41pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/4 "2017-04-18T14:41:27Z")

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Do you have reflection capture sphere place in the scene?

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**Author:** ![anonymous\_user\_7d660061](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7d660061](https://forums.unrealengine.com/u/anonymous_user_7d660061)\
**Post date:** [June 25, 2017, 12:51pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/5 "2017-06-25T12:51:58Z")

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I am having the same issue. I’ve found that if I change the attenuation value, then set it back to what it was, the lights pop back on.

It’s super annoying to have to do this every time after you bake.

If anyone has a better method, please let me know.

edit: This is in 4.16

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**Author:** ![anonymous\_user\_03435fed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_03435fed](https://forums.unrealengine.com/u/anonymous_user_03435fed)\
**Post date:** [June 29, 2017, 2:43am UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/6 "2017-06-29T02:43:56Z")

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In case you guys are still having issues, try checking project settings that static lights are enabled:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/9/139cbc2b4abb86437569844badec028a1f170e5e.png)  
Next thing to check is that you aren’t an idiot like me who disabled baked lighting .\_.

![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/4/9/d49b772910fb2d5dadd97838fe69b5b00602cf80.png)

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**Author:** ![jldevoy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jldevoy](https://forums.unrealengine.com/u/jldevoy)\
**Post date:** [August 20, 2017, 3:54pm UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/7 "2017-08-20T15:54:19Z")

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click on one of the lightmaps and save it, then close that window and click the scene.

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**Author:** ![Benebot](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Benebot](https://forums.unrealengine.com/u/Benebot)\
**Post date:** [March 12, 2019, 10:47am UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/8 "2019-03-12T10:47:57Z")

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hi guys!I have no idea in lighting but testing things i found some things.  
1- when a material is 100% metallic, it bounces all the light, so it is dark, and that’s why i thought that the lights didn’t work.  
2- the static lights only create the fixed final color on the static elements around it and the “residual air light” that iluminate a little the dynamic objects that came closer in real-time game. The only way I found to really illuminate powerfully a dynamic object that comes closer (like the chararcter) is turning the static lights into stationary lights (dynamic lights too but they are much more expensive)

hope it helps

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**Author:** ![Worm\_Juice](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Worm\_Juice](https://forums.unrealengine.com/u/Worm_Juice)\
**Post date:** [August 20, 2022, 1:17am UTC](https://forums.unrealengine.com/t/static-lights-disappear-after-baking/385234/9 "2022-08-20T01:17:57Z")

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this is late, but if your problem happens when porting to unreal engine 5 its because lumen is enabled. you cant have both
