Lights are randomly switched off

I have a good number of lights in my level, and they are randomly switched off whenever I close/reopen the editor.

They’re almost all stationary point lights, but the same goes with static ones. Building the lights does not activate them.
The weird thing is I need to move them so they get switched on.
I am using streaming levels, and they’re all placed in he persistent one.

Can you post a screen grab of the light properties? It sounds like they are not enabled some how. When you move them you are temporarily enabling them as dynamic preview lights. Just a theory at this point though, as more detail is needed.

Best wishes,

Matt

http://i.imgur.com/buXz8qO.jpg

After some investigation it appears that only static lights are affected. Am I missing something ?

Do your assets have light map uv’s? As it is only an issue with the baked lighting, a lack of any light map uv’s would be a likely possible culprit.

If you do not have lightmap uv’s then you will need to create them in a second uv channel in your chosen 3d modelling app.

Hopefully this is the problem, as it’s a fairly easy fix.

Best wishes,

Matt

Well I’m not sure it’s only an issue with baked lighting, since the lights are off in the editor and I have no errors except 2 assets having overlaping lightmap UVs (but i’ll fix them). I’ll check your proposition anyway, but aren’t all assets supposed to have at least generated UV sets when importing in UE ?

Hi Matt,

I’ve removed every overlaping UVs on my assets and the problem is still there, static lights are deactivated at build. Lighting results in the message log has no error or message.

Can you send a screenshot of your map before and after you bake? So I can see the issue. I have also noticed that your light has very low values with regards to intensity, attenuation radius and source radius. Try the following values 10,000, 1000,10, respectively.

Best wishes,

Matt

Well I don’t know for my values, but that’s OK with me (the scene is at twilight). Here are two screens, showing a spot light I set static, before and after building lights. For now the only way to have lighting in my game is to put lights in stationary or movable mode, and that’s very constraining.
(sorry about the compression, blame imgur)

http://i.imgur.com/8m2q9rH.jpg

http://i.imgur.com/uckBAGI.jpg

Without more information, it’s difficult to say. To diagnose the issue I would try the following steps:

  1. In the world settings ensure that “Force No Precomputed Lighting” is set to FALSE
  2. Create a brand new static light from the modes panel>Lights and ensure that it has some strong and obvious values.
  3. Build lighting and see if the problem is fixed. If fixed then the issue is most likely an incorrect light actor property.
  4. If the problem still occurs then export a static mesh from one of the unreal demo scenes this is known to light correctly (a wall section from the reflection subway demo, for example). import it to your map, light it with a static light and see if it behaves correctly. If it works, then you know that the issue was the was in which your static mesh was set up.
  5. If the problem still persists then try building lighting inside another clean project with your original asset and see if it bakes correctly. If it does, then you know that it was an issue with the project settings.

Let me know how you get along.

Best wishes,

Matt

Hi, and thanks for your help, it’s really appreciated. I did try the steps you wrote, but without success. However, some strange things happened. First, I resat the lightmass settings in the World Settings window, and suddenly static lights worked again. But then I had difficulties with my directional light still not working correctly, and by disabling all of its shadow options, I was now able to bake it in static mobility. I’ll keep this question updated with new info if there is any.

this is happening to me too.
My lights are on a blueprint, and they are instanced all over the world. some works and some don’t

really frustrating…

Same light, one work, the other dont

The same issue on our side. It is very annoying. We has a lot of stationary lights, some of them work and some not. We delete one by one only worked lights and at the end we came up with 3 stationary lights that not work at all (after building light of course)!
Lightmaps textures looks more or less correct in world settings.
Interesting thing that in our case if we remove “cast shadows” property from light it start work, so looks like it shadow himself somehow…
I believe changing settings in BaseLightmass.ini should fix issue, but how to understand those 100 properties with strange scientific names.

I am experiencing a similar issue where only point lights work in my level, and directional lights work for a few minutes before no longer working. Very frustrating, but I will certainly update this if I find a fix before you do.