Static Lights Not Casting Static Shadows After Building

Hey all,

I’ve been at this for hours, and I haven’t seemed to figure out a soluton despite modifying almost every conceivable setting I can think of and/or find. When I have my lights in my scene, static/stationary/dynamic, they cast realtime shadows and lighting as expected. However, as soon as I build the lighting either using Swarm or GPU Lightmass, the lights seem to not have any effect in the world nor do they cast static shadows anymore. I thought it was an issue with the lightmaps, so I enabled lightmap UV’s on every mesh in my scene including the built-in engine meshes (no static shadows on engine meshes either, btw), disabled Lumen for GI (I wasn’t even using Lumen to begin with), tried with and without VSM, static shadows are enabled on all light sources and affected meshes. At this point I’m not even sure what else I can change and am considering if it’s an issue with the project itself, or maybe I overlooked something obvious. I put results of my before and after lighting builds as comparisons:

Also ignore the nanite message, I turned off nanite and disabled generate nanite fallback meshes, its there because the latter setting is disabled.

Before lighting build

After lighting build

After GPU Lightmass

So yea, I’m not really sure where to go from here. I’m tempted to start a new project to see if I can either replicate this or get it working.

Thanks!

Forgot to mention I’m on 5.6.1

I tried it in a fresh project, same issue out of the box. Either I’m being dumb or my engine version is boinked, so I’m gonna try 5.7.