Strange Lighting and Shadows
So i built a small Level with one Directional Light representing the Sun (all contained in a Lightmass Importance Volume) Im new when it comes to Lighting in UE 4 but i understand the Basics. But when i build my Lighting i get a really weird Solution (see Screenshots below). It looks like the Sun is shining through my walls in the far back of the corridor and the walls shouldnt be that lit at all. They should be much darker and the end of the corridor should be completely black. I used the basic "Shape_Cube" (wich comes with UE) to build the whole Level. The Light Map Resolution of the Cube is 64 and i didnt change it. I also didnt override any Light Map Setting in the Level itself. Also i used the "Preview" Build method if that is important for that. Can someone tell me what i am missing or doing wrong here?
If you're using a cube and scaling it non-uniformly while keeping a fairly low lightmap resolution you will get low quality lighting results.
The issue is that the lightmap UVs are made for a cube and they don't scale with the mesh unless you scale the same amount in each axis. Try using BSP brushes for early level design and then replace them with tailor made static meshes.
Remember that (somewhat counter-intuitively) high values for lightmap resolution on static meshes will give you higher quality results, but lower values for BSP geometry will yield better results.
answered Nov 28 '14 at 11:55 AM
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