why directional light works like a spotlight?

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 :wink:

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… :rofl:

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 .