i need uniform directional lighting over the Level, but im getting this:
i also tried to workaround by making a relevant mesh’s material emissive, but reached another issue: the light doesn’t work right after load
UE 4.27
i need uniform directional lighting over the Level, but im getting this:
i also tried to workaround by making a relevant mesh’s material emissive, but reached another issue: the light doesn’t work right after load
UE 4.27
Am I correct in assuming this is a huge mesh, or there’s a vast distance involved?
y
i don’t see how it matters, especially considering that im getting the exact same results with any distances .
That weird sort of panning rings effect is a result of large distances.
I have no idea how to avoid it.
Mind you, it’s very hard to see anything in that vid ![]()
problem is not in the rings, its in that the lighting is added progressively instead of being applied on start .
Try turning off Lumen.
its 4.27 (before Lumen was added)
Oops, yes I see… ![]()
What is the video of?
is no relevant tags to add X) , though maybe thats a good idea .
its a mesh with emissive material .
any ideas about the directional light issue ?
what way is the directional light setup?
is it a part of blueprint?
is the white background a Sky Sphere Mesh or what? Atmosphere with adjustments etc?
if you post more info about the actual lighting setup you are using and what you are trying to achieve I might be able to help.
p.s if you are willing to clear all environment and lights then in top bar of UE click Window>Env.lightmixer> add lights and all components and adjust all components using this window easily.
if you are going for a more uniform look without adjusting a lot then use the HDRI Backdrop actor from the place actor’s menu, ( if it’s not there you may need to enable the HDRI Backdrop Plugin ) Pick a Nice Overcast HDRI with Flat lighting use it on the HDRI Backdrop Actor.
im using default directional light from Place Actor . nothing other than the 3 basic Actors with mostly default properties, which present on the image, present in the Level .
the background is static mesh .
im now re-Building some parts because UE said the plugin version doesn’t match, no idea how that could be possible though .
HDRI allows to make a <~200m emissive mesh without the loading issue, but that mesh doesn’t seem to propagate any light with custom Cubemap at all .
back to this . i tried using Sky Light with Cubemap with 1 side white and all the other black, the result is still unacceptable, because of the loading issue . i also tried to make the SL Static and compile the lighting, the issue became even worse .
if the Sky Light is made Stationary, somewhy the white color is merged with the mesh’s
transparent color is treated by Sky Light the same way as black .
i would highly appreciate any help .
the loading is an Auto Exposure issue . the directional light issue persists in UE 5.1 .