# Stationary lights with source length flicker

**URL:** <https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296>\
**Category:** Rendering\
**Tags:** source, stationary-lights, unreal-engine, lighting-problem, Lighting, question\
**Created:** [September 6, 2018, 11:36am UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296 "2018-09-06T11:36:32Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 11:36am UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/1 "2018-09-06T11:36:32Z")

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Hello there,

As you can see [**here**](https://gfycat.com/MealyAdvancedChafer), depending on the angle the camera is in, the source length of the stationary lights seems to get set to 0 and back to the length it should be. They all change together, at the same time, for the entire level.

I have this problem since 4.17 and never found a solution to this.

Thanks in advance!

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**Author:** ![anonymous\_user\_eec879e41](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_eec879e41](https://forums.unrealengine.com/u/anonymous_user_eec879e41)\
**Post date:** [September 6, 2018, 11:44am UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/2 "2018-09-06T11:44:23Z")

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I’ve also had issues with long stationary lights - they caused very obvious white dots to appear at the seams between static meshes.

Never seen your issue though… Have you tried replicating this issue in an empty project?

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<div class="post-metadata">

**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 12:24pm UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/3 "2018-09-06T12:24:31Z")

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Trying to replicate it as we speak, but I cannot seem to. I must say my current project is quite large…

This entry would seem to be the same kind of issue: [https://answers.unrealengine.com/questions/412005/point-light-source-length-doesnt-work-with-tiledde.html?sort=oldest](https://answers.unrealengine.com/questions/412005/point-light-source-length-doesnt-work-with-tiledde.html?sort=oldest)

Unresolved since Feb 2016…

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<div class="post-metadata">

**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 12:31pm UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/4 "2018-09-06T12:31:21Z")

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Ok, I have been able to replicate it in an empty project!

If you have \>80 point lights on stationary in your screen, it switches to 0 source length.

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<div class="post-metadata">

**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 1:01pm UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/5 "2018-09-06T13:01:46Z")

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Manually setting the TiledDeferredShading minimum count to a higher amount fixes the problem, at least while you are in the editor. Default value is 80.

To set it higher, you can enter a console command, for example:

r.TiledDeferredShading.MinimumCount 200

I haven’t found a way to set it in an .ini file or something, so it retains that value after you build the project…

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<div class="post-metadata">

**Author:** ![Not\_A\_Company](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Not\_A\_Company](https://forums.unrealengine.com/u/Not_A_Company)\
**Post date:** [September 6, 2018, 1:39pm UTC](https://forums.unrealengine.com/t/stationary-lights-with-source-length-flicker/433296/6 "2018-09-06T13:39:39Z")

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Adding this console command to the Event BeginPlay in your level blueprint does the trick. Not really a solution, more of a hack.

Increase/decrease the minimumcount to your liking. (Default = 80)

 ![252943-capt2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/9/0/690bbf1ff27b7e11bd83f7ae03ac340ce9671e02.png)
