Why does this glass material not darken in shadow?

I’m using Dynamic/Lumen lighting and I’ve got this glass material I’ve used for some level instances and a panel I can throw down anywhere. It looks pretty good in the light but in darkness it appears almost fullbright. Any insight into why this is happening?

Can you show the Setup of the material and the “details” panel of the material (Blend mode and shading model)?
It looks like the material is set to unlit.

Does this help?

it could be due to the lighting mode
is it set to receive dynamic shadows?
and also the mesh receives shadows?

Picture is too low in resolution to see the output node (the one on the right). Are you feeding input into that node’s emissive pin?

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Yeah, this is what’s being fed into the Emissive slot.

Not sure where to find the setting for receiving shadows.

Sorry i might have mistaken that. I think i saw it but i cant find it.
Anyway by default it should receive shadows.
Unless the material is until or does something weird. Or you have different light channels.
I do think the light model could affect.

This is the problem. The emissive pin makes the material act as a lamp.

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I removed that section and the issue persists:

Does that emissive pin default to 0? And what about the Ambient Occlusion pin, try setting that to 0 too? On that screenshot I see a folder referring to post process, are you using post processing related to the glass?

Oh and in case you use material instances, try making a new instance after changes on the parent material. They misbehave sometimes.

How to do you set a color to zero? Changing Ambient Occlusion to zero didn’t help. I’m assuming this is correct for a default:

Also the post-processing folder just contains a material called M_unsharp. I got this material from a pack on Fab (Construction Site) so I’m not sure how I’d check if post-processsing is being done here. But the material in that folder isn’t referenced in this material. I don’t think I’m using material instances.

That looks fine. (r g b a all 0), I was wondering if that defaulted to 1 but it’s not so that is OK.

I don’t see other oddities.

You’d have a post process volume on the level, or a post process effect on the camera etc. You can see where the post process material is referenced if you right click the asset “find references”. Reason I mention post processing is because that affects the rendering on top of what you configure for the glass material. That is the “special effect” type of rendering calculated on top of everything else, which people can use to create see through effects (outlines of an object behind walls etc., objects lighting up regardless of environment).

don’t really see anything else, the seller should know if you haven’t done any modifications (see if it happens on a new project).