Okay, I solved it. I don’t know if this is the correct way for doing that but it’s working for me. I just changed the ILCQ settings in the Skeletal Mesh Proprieties > Lighting > Cast Shadows (Click in that little arrow to expand the options) and change the ILCQ from Point to OFF. It’s now respecting the ambient light. Thanks for you who replied. (again, sorry for bad english)