Hello, when I make the lights static, the problem is solved, but the shadows and reactions look bad. I want to use stationary or movable light but I cannot solve this problem. I have the same error when I use one light. I use lumen for global illumination. Raytracing is on. I need your help.
If you are talking about the doubled up free floating weird reflections, then this might be a bug when you set your reflection quality too high, and your PC has problems to handle it (I believe). See if it gets away with default reflection settings.
Lumen is a dynamic lighting system. So, all lights are dynamic. Static lights and stationary lights are meant to be used with baked lighting.
Check if you are actually using Lumen in the project settings and in your post process volume.
There is also a common misunderstanding about lights in baked lighting environments and in general. Static lights don’t move, they would be standard for most lights in the scene. Stationary lights don’t move but they can change intensity or color, like a sun light. Mobile lights are meant to move and can be used for a vehicle headlight or something similar.
But - Lumen only has dynamic lighting. There might be some problems with lights set to static. Try to set them to mobile.
Also you can try to disable static lighting in the project settings and build lighting one more time to actually disable the static lighting in your scene.
One more thing: If you use emissive materials then only use them with low intensity and in small sizes. They are not meant to light the scene. They are primarily meant to make the mesh look emissive.
Hope that makes sense.
Myself and basically my entire team have been having this issue on our projects. We’re really not sure what is causing it as there are a number of things that are slightly different on each project.
What is odd though is one of our projects seems to be running perfectly fine with a ton of dynamic lights. It seems that on all of our other projects, once we start having 4+ spotlights overlapping, it starts showing that weird “ghosting” issue.
Is it possible that differences in glass materials across our projects could be causing this? Another thought is that the one project that is working fine is using Substrate, while the others were using Substrate, but we converted them back to the old material method.
For those who might come across this post. it seems the problem was related to NVIDIA drivers and Unreal Engine. The fix was reverting my NVIDIA drivers back to version 551.
I randomly stumbled upon this Youtube video where the solution was in the comments: https://www.youtube.com/watch?v=CpWyfGuL2k0
The Unreal Engine forum thread discusses issues related to how indoor lighting behaves in Unreal Engine. The user is likely seeking an explanation for unusual light reactions, such as lighting flickering or incorrect shadows, within a scene. It could be due to settings like light bounce, lightmap resolution, or incorrect material settings. You can explore responses in the thread for troubleshooting tips and potential solutions from other Unreal Engine users.