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Cook issue : overlightened

Build Version : 4.8.2-2614606

Detailed description of the issue:


Since few weeks, we have a cook issue, each time we make a cook, the global game seems overexposed, like the global lighting blows up, and it's very different from the edditor/stand alone viewport. What I have in editor : alt text which becomes in the cook : alt text

any ideas of the source or a lead to something ?

Thank you guys

PS : I have no post-effect PPS : we tried on differents computers with the same result

Product Version: UE 4.8
editor.jpg (181.2 kB)
crop_.jpg (246.7 kB)
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asked Jul 26 '15 at 05:45 PM in Bug Reports

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avatar image Logan Bailey ♦♦ STAFF Jul 27 '15 at 08:02 PM

Hey BoUboU,

So to help narrow down your issue I have several questions about your project.

  1. How many lights do you have and what are they set to?

  2. Do you have a post processing node set inside of your project and have you messed with the auto exposure yet.

  3. Is there any metallic reflections or specularity settings on any of your materials in your scene and are you using a reflections capture volume?

  4. Do you have a light mass importance volume inside of your project?

Let me know the answers to this question and I should be able to have a good idea of where the problem is located,



avatar image Logan Bailey ♦♦ STAFF Jul 29 '15 at 01:59 PM

Hey BouBou,

I haven't heard from you yet.

I was wondering if you were still experiencing this issue.



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2 answers: sort voted first

Hello BouBou and Elvince,

For tracking purposes I will need to close this thread. I cannot leave issues open for extended periods of time. If you are still experiencing this issue then message me directly.



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answered Aug 06 '15 at 02:36 PM

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Hi, sorry for the lateness.

  1. I have only 3 directionnal lights, but I was testing many combination of lighting, spot light, point light, etc.

  2. As I know, there is no post-processing node inside our project, but I have to confirme that with my teammates this evening, so consider there is no except I post an erratum

  3. for the moment, there is no reflections capture volume used because no metallic shader are used (only BPS default material and a basic specular material

  4. I actually use a light mass importance volume which include all the playable area, but not the background part where players won't go. Is this could be a problem ? Should I make it bigger in a way to include all geometries ?

Thank you for your time :)


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answered Jul 29 '15 at 02:45 PM

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avatar image Logan Bailey ♦♦ STAFF Jul 29 '15 at 03:04 PM

Not a problem that is what I'm here for.

To address answer one.

  1. I would eliminate all but one directional light inside of your scene. Depending on your settings they are all hitting that specularity channel and it is essentially causing the specularity to cascade across itself from different angles.


  1. I would look into the documentation for post processing and discover how much your scene can be optimized with field distance and AO. The volume will allow a secondary control over your lights over the properties inside of the lights themselves.

  2. If you do not have a metallic channel in any of your materials then I wouldn't worry about the capture volume. However, even with spec you can add a Constant value for your roughness channel to allow you to control just how much specularity you are creating.


4 Your lightmass importance volume should include everything within your project. Think of your world inside of a shoe box. This shoe box includes everything within your project. It has a hole in the top to let the light shine in and then you receive small amounts of light reflecting off of the side. If you have a part that extends outside of that box, out of the top, then the light that that part of the object receives will be different than that of anything inside the area of the box.

It is good practice to encompass everything in your project inside of the Light Mass importance volume.


avatar image Elvince Jul 30 '15 at 12:10 PM

Hi Logan,

Thanks for the help in this (I'm a BoUBoU teammates).

Where I can understand that all the suggestions can improved our lightining calculation & experience, what I don't understand is how those changes explain/solve the differences between the Cook version and the Editor/StandAlone rendering.

As far as I know, they should behave exactly the same, except if some settings are set "on" inside the editor by default and not in the Cook version. Could you please help us to track down those discrepancies if any? Do we have to analyse some specific ini files?


avatar image Logan Bailey ♦♦ STAFF Jul 30 '15 at 01:55 PM

Hey Elvince,

In order for me to truly answer those types of questions I will need your project itself. Just the Content, Config, and .uproject file.

That way I can lay eyes on specifically what you are doing. Without this we will be going back and forward for days on this issue guessing and possibly not finding the issue.



avatar image Elvince Jul 31 '15 at 04:18 PM

ok, we will see how we can extract you those files.

So no need for game library and so on? Just content/config files? If so, we will need to some clean or do a map repro issue a new project. thanks,

avatar image Logan Bailey ♦♦ STAFF Jul 31 '15 at 06:27 PM

Content Config and .uproject files.



avatar image Logan Bailey ♦♦ STAFF Aug 03 '15 at 01:21 PM

Hey Elvince,

I haven't heard from either of you for a couple of days. I was wondering if you were still experiencing this issue.



avatar image BoUBoU Aug 03 '15 at 01:42 PM

Hey Logan,

We are still working on this issue, trying to make some tests on a parallel map, in order to isolate the source of the problem. As we all work on our free-time, it's a little much longer than we expected ^^

We will keep in touch with you when we'll have more informations (during this week I think)


avatar image Logan Bailey ♦♦ STAFF Aug 03 '15 at 01:56 PM

No problem,

I will keep this thread open for further updates.



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