Weird light artifacts on emissive materials

I have been having a lot of lighting issues in darker areas, the biggest 2 were the light bleeding indoors which i managed to work around by reducing the directional lighting intensity to 0 when indoors, I will eventually have to find a solid fix once and for all but that is beyond the scope of this thread.

The other issue which is the purpose of this thread is these weird artifacts
) both in viewport and in game, they keep moving around, and new spots constantly appear while others disappear, even if the camera doesn’t move. And I do not think the issue is caused by the material itself either because the same thing happens with the emissive blue material on the UE5 manny’s chest.

I don’t know if this is relevant or not, but actual lights(point, spot…) are working perfectly fine as far as I can see.

Thanks!

This seems like an older post, but if you haven’t figured out the solution yet, here’s what fixed it for me.

I ran this in the console:

r.Lumen.ScreenProbeGather.ScreenTraces 0

If that doesn’t work, I think what I did was go into the emissive materials property and change the blend mode to translucent. This gets rid of the emissive material’s light overall but keeps the ‘bright’ effect of the object. You then add whatever type of light you need to illuminate your scene.

Hope this works!

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Thank you, running the command worked for me