I keep running into this issue when building my lighting where it casts a huge highlighted/unsaturated area in the center of my map (see image below). I’m using stationary directional and sky lighting with an HDRI sphere. The only mesh overlapping the road is a landscape mesh Has anyone run into a similar issue and/or know of any corrections?
This has to be some other actor – fog, light, reflection, or something like that.
Try disabling each of your rendering/lighting-related actors (or all of them) and re-build to see what changes, one at a time.
Also, it could be something in the material, if the material has some kind of fancy math rather than just plugging textures into material property slots.
Given that it is a perfect circle, this is almost certainly a reflection capture