Strange lighting/leaking issue

First off, please forgive me; I have not done a ton with lighting, postprocessing, etc., and I feel like I’m stuck on this one.

My scene (v5.2.1) has a small cell that’s currently illuminated by a simple static mesh with an emissive material. I’m noticing some odd lighting/leaking issues as the player moves around the scene. As the player looks around, the room next to the cell with the lasers is sometimes partially illuminated and if the player turns, the room may go dark. It’s also worth noting that the walls, floor, and ceiling are brushes, not static meshes.

All walls, floors, ceiling are decently thick, so I don’t think that could be the problem? I’m currently using Lumen (Global Illumination=Manual). Where do I even start with something like this? I’ve looked at quite a few other questions here and none of the solutions seem to help in my case.

Shading Model on the material is set to Unlit:

Lumen settings on Postprocessing volume:

After installing UE v5.5.3 and migrating my project, this issue was magically resolved.

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