Lighting glitch on Instanced Static Meshes
When using instanced static meshes that use meshes imported from Blender and materials set in the Unreal Editor, there is a bad lighting glitch on one side of the instanced mesh. When the "Use MikkTSpace Tangent Space" box is unchecked in the static mesh editor, everything is back to normal. This glitch did not happen with individual static mesh actors.
The first image is with "Use MikkTSpace Tangent Space" checked. The second image is with "Use MikkTSpace Tangent Space" unchecked.
asked Aug 30 '15 at 10:15 PM in Bug Reports
More than likely this depends on how the mesh has been UV'd because the MikkTSpace option will alert you to these shading errors that can occur. Turning off MikkTSpace uses the older method that can produce shading issues due to improper tangents.
Also, there were some improvements with instanced static mesh lighting that went into 4.9 which you can try since this released today.
I did try to reproduce this on my end, but I suspect that I'm not setting something up as you have. If you're still having the issue would you mind linking a simple project here that reproduces and I'll have a look.
answered Aug 31 '15 at 04:14 PM
Tim Hobson ♦♦ STAFF
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