Terrible lighting from construction scripts

I am using a procedural generation blueprint to generate a building and it is giving me terrible lighting results. This is a screenshot of my walls and floor generated from the blueprint:

And this is a screenshot of the lighting if I place the wall over the wood floor manually:

This is the UV map from the wall generated by a lightmap pack in Blender:

Both screenshots were taken after a lighting build and both sets of objects are within the same importance volume. What do I need to do to fix the non-shadowed base of the wall in the blueprint?

Hello Shnerr,

Thank you for the post. I am attempting to replicate your issue internally and I am having a little bit of an issue. The lighting error that you are seeing in the first picture is seen mostly in dynamic lighting scenarios, yet you mention that you are building lighting. I have a few question which will hopefully help to narrow down this issue.

  1. are you seeking to use a dynamic lighting solution? or a static solution? (if you need more clarification on static vs dynamic just comment and I can send some links.)
  2. If you are able would you mind taking a screenshot of your blueprint and/or level blueprint as well as any functions or variables that you may have created.

Thanks,

  1. I’m looking to use dynamic lighting, a lighting build simply fixes leftover shadows from objects that have been moved but their shadows are left in place.
  2. These screenshots are the construction script. I am using two for loops, one for the x direction and one for the z direction, to add instances of a number of instanced static meshes.

Solved this myself. For anyone stumbling upon this with a similar problem, I had to change the map light source from stationary to movable.

Hi Shnerr,

I’m glad that you were able to work this issue out!!