Hi everyone,
I’m currently working on an environment project in Unreal Engine 5.3 using Lumen for dynamic lighting. However, after building the lighting (even though Lumen doesn’t require it), I’m seeing strange artifacts and inconsistencies in shadows—especially in interior spaces lit by skylights and emissive materials.
Here are some details about the issue:
- Artifacts: Weird blotchy shadows on walls and floors, even in well-lit areas.
- Incorrect Shadows: Shadows sometimes appear offset, too soft, or missing entirely.
- Setup: I’m using Nanite meshes, virtual shadow maps, and all lights are set to dynamic or movable.
- Tried Fixes: Cleared and rebuilt lighting, adjusted shadow bias settings, disabled static lighting entirely, and experimented with different lightmass settings (even though I’m using Lumen).
I’m a bit confused because I thought Lumen handled most of this in real-time, and didn’t rely on light baking. Is it possible that some remnants of static lighting or incorrect settings are causing conflicts?
My questions:
- What’s the best practice for setting up lighting in UE5 when using Lumen exclusively?
- Should I completely disable static lighting and light building when using Lumen?
- Has anyone else encountered artifacts like this—are they engine-related or more likely due to level setup?
Any tips, clarification, or examples of correct setups would be super helpful. Thanks in advance!