Well, god news and potential bad news.
First the important stuff:
After a variety of trying different blank projects and in different engine versions, I was able to discover the offending actor, which is a BP Actor class which represents a tealight candle. in this BP is a particle system that emits light. When i disable the light in the Particle System, the Point Light in the level acts as it should.
Then I looked into the properties is of the particle system and discovered that is I enabled “Use Fixed Relative Bounds” then the Point Light would behave properly, but the Particle System light go not work. I tried changing the bounds box, but nothing seemed to reverse this.
Note that the point light has dimensions but acts as if it doesn’t:
With Particle System Fixed Bounding box enabled, the Point Light works, but the PS light does not:
In another test, with the PS light functioning and the Point Light not functioning properly, if I drag the tealight BP out of camera frame, then the Point Light returns to the proper function.
So the question now is how do I get both the Point Light in the level to function at the same time as the Particle System Light?
Other notes during this process not relative to the posted issue:
For some reason, when I had originally migrated this project to 4.10, I could not build lighting because the Swarm Agent would fail to launch. Not sure why, but I thought it had to do with Substance Plug-In. While trying to resolve the above issue, I started to slowly rebuild the level instead of purely migrating. I would build lighting along the way. Things were working, then I opened up the “migrated” level and it built lighting. I’m only mentioning this because I often will compile my own preview builds with Substance, and there has been a swarm agent problem before.
Cheers,
Sterling