UE5.3.2 - Strange flickering on model with lights

Hi

I hope this is the right place for this. I honestly don’t know if this is a known bug, or if there’s something else at play here. I just hope someone has encountered it before and knows what to do. :grimacing:

Whilst I’ve been working on and testing the texturing and lighting of my scene for my Hell Knight, I couldn’t help but notice the entire time that my Key Light seems to be causing some weird flickering on the model. I’ve tried re-porting the mesh back in, and I’ve re-imported my textures on numerous occasions. This was a bit of a bugger to capture via a GIF or even a recording, but in the end I managed it.

Has anyone encountered this? Or knows of a way of stopping it? Thanks.

Hello,

It could be that the lighting complexity is far too high.

How many lights are you using on that model?

Check the lighting complexity with Shift+7. If it’s blown out (White/Purple), then you need to use less individual lights.

Okay, thanks for the tip. There really aren’t many to be honest. I have a Skylight, a Keylight, Fill Light, and Rim Light. There were some Point Lights, but I’ve removed those. And I’ve also re-baked everything in the scene.

Ahh, it’s actually Alt + 7. :wink:

But it looks like the head is in the orange/red with all three lights on.

However, I’ve still noticed the flickering even if I turn the Key Light to 0/off.

I have enabled ray-tracing in the Project Settings, but I can’t imagine that’s the cause.

What I get for not double-checking.

Just to make absolutely certain it is the lighting and nothing else, do you see any artifacts/glitching when you visualize your model in Unlit mode (ALT +3)?

If all seems normal, the next thing I’d suggest is opening a completely new/fresh project, place your creature model there and see if the problem persists. (Using the default lighting of the level)

If the problem does persist, then you have a texture issue.
If it does not, then it has something to do with the staging of your light in your current project level.

Unlit is looking all fine and dandy.

What I have noticed though, by deleting the existing lights and re-creating them, is if I set the Lighting Channels up, it happens again. Not something that happened in a previous project. If I don’t have Lighting Channels set up, or only use 1, the flickering stops. So I think there’s some conflicting going on with the Lighting Channels.

Question: are you lights static or movable?

Changing the mobility could change the lighting behavior.

They’re moveable/dynamic. It definitely looks to be related to the Lighting Channels. I can’t seem to get it right. I have the ground set to 1, the Key Light has 1 enabled so I can get my shadows showing up behind the character. The character is set to 0 and 2, and the Fill and Rim Lights are set to 2. But having the character on 2 channels causing the flickering to happen. :face_with_diagonal_mouth:

And you tried setting them to static?

If so…

Then, personally, I don’t know. Maybe you’re not using the Lighting Channels correctly.

To test this, try replacing your creature model with something else to see if the issue persists.

Wait. Does my character also need to be set to Moveable? Because it wasn’t. :grimacing: :sweat_smile:

Unsure.

Unreal is too big to know everything, so that’s why I’m asking you to diagnose this.

It seems to have stopped, so I’m guessing so…? I’ll have to go back and check the previous project again. See if I set that model to Moveable.

EDIT: It is.

The issue hasn’t stopped, sadly. And I’ve just tried setting up an entirely new scene, using the same assets, but instead of Directional lights this time, I tried Rect lights. The problem still happens with the Lighting Channels. :frowning:

Have you done this?

I haven’t, but I’ll give it a try next. Thanks for the reminder.

Just tested another model. A smaller scaled model and with no textures. Once I set the Lighting Channels to be the same, it started doing it again. Not as much, but it’s definitely present still.

Can you post a video showing yourself playing with the channels on the model?

I think it’s a lighting complexity issue and that you may not be using the channels the way they’re meant to be used; and/or the lighting channels could be conflicting one another.

But I’m unsure until I see you tick the boxes on and off.

I’ve decided to add everything back into a pre-existing render scene. The new one I set up I just couldn’t get to match properly, specifically with the lights. I think it’s calmed down a lot compared to how it was, but it can still do it occasionally. It’s very temperamental. So you’ll have to keep a close eye on when it does it in the video.

EDIT: The forum seems to be having issues uploading the video. :-\

Maybe a link to a video would be better.

I’m not sure what file hosting site to use. Are there any you’d recommend? I did try Imgur, but they only allow 30 second clips.

Youtube works.