Weird lighting on imported meshes

Hey guys, I’m having some trubles with my meshes (and materials).

I tried to switch between static to dynamic lighting, creating custom lightmaps, increased resolution of the lightmaps, and tried to fix normals in my meshes, but nothing changed.

Also, since with the standard grid material the lighting looks ok, I tried to switch between different shading models, without any change.

Thank you in advance for your answers.

Are there cascaded shadow maps or distance field shadows in the level at all? It looks like the spot light is missing the top surface in the non-grid material (wood?). Are all show flags enabled in lighting Types, Components, and Features? It could also be a post process issue.

I don’t have any cascaded shadow maps (“Generate Mesh Distance Fields” is disabled in the project settings).

Yeah the spot light is missing a part of the top surface, like in other meshes I did (see screenshot below, both the point light and the spotlight misses a part of the mesh).

Also, everything on the project is in default settings, RayTracing is off, and the post processing volume is pretty much all defaults apart from exposure, which I fixed (with auto exposure nothing changes).

If it can help troubleshooting, all the materials you see in scene are instanced, the master material domain is set in surface, blend mode opaque and shading model default lit.

The textures were made in substance painter, with the default Unreal Engine 4 preset

So I figure out the problem, I used a single master material and Unreal didn’t like having too many instances with too many different material proprieties. I’m using different master materials now, and everything looks alright.

interesting…
It could be a texture memory issue. 16 is the maximum, and if there’s more than that in the various instances for one master material, it may count each property or sets of properties as textures.