Hello,
I have been using unreal engine 5 for a while now and i have a problem that i can’t solve and i need your help, when i add a static mesh into a blueprint it acts differently its like its glowing a little bit and looks unrealistic at all even though the static mesh itself without the blueprint acts normally and appears realistic like it shows in the photo below and also it does not appear in the mirror. ( the small chair next to the two chairs have the same material as they do )
Could you upload an image of the material itself, as that might be the main reason for the appearance. It seems as if it is using the emissive slot instead of the base color.
It could also be due to strange normals, as the other brown chair seems to look a lot better. If you apply the brown material from the chair to the white ones, what happens, does it still “light up” like it does at the moment?
Thank you Elias for your respond.
I checked the material and it is using the base color not the emissive slot.
Actually, I am using the same brown material for all the chairs, the difference is; these lightened up chairs have a blueprint as I want to interact with them while the other one by the dresser doesn’t have a blueprint on it.
Interesting, if you make them to ordinary assets and not blueprints, do they still shine if they use the brown material? It seems like a very strange scenario you are in.
yes i tried and made them to ordinary assets the materials appear fine and what even stranger that the chair doesn’t appear in the mirror like its not even there
I don’t think I know what say any more! It seems like you have tried a lot of different things and we don’t seem to make any progress. Hopefully someone else can come in here and give us some assistance.
You can see a red notice in the top left corner of the viewport. This means that you have static lighting in your scene, and some of the objects require light rebaking. If you plan to use static lighting just Build Lighting with Lightmass. Perhaps this will solve your issue. You can also remove the current static lighting in the following way:
Enable ForceNoPrecomputedLighting
Build Lighting and Reflection Captures
Disable ForceNoPrecomputedLighting
If you plan to use dynamic lighting make your light source and static meshes movable.
thank you very much i tried what you said it worked but the light was different but as you said that the light was static light and the chairs were movable thats why it glows like that so i changed the chair to static as the light and everything was okay. thank you again you saved my time.