Static mesh is lit by high intensity light only

Hi all!

I need a little help to figure this issue of mine out. I’ve just begun to dive into Unreal 4 and made a mini scene.
What I’m trying to achieve is a night scene where the moon light lits the meshes.
The issue is I have to increase the light intensity really high (to 6000000) to get the static meshes lit at all (see attached image).
This is really weird and not to mention it burns out the scene (especially the root and the book in the middle). I checked my meshes and textures in provided sample scene (Strategy games) where a spot light with intensity 80 lit my mesh perfectly without burning it out.
I checked the scale of my scene. It was ok. I have lightmass volume. With post process volume I set the auto exposure very low (min 0.1, max 0.2) to be able to see anything and turned off the bloom.
I hope you can help me find what I missed or where the mistake was made.

I’m just starting out in Unreal 4 as well, but I don’t see a directional light in your screenshot. If you’re trying to create moonlight, a directional light is a fantastic way to do it. You basically just put the actor in your scene somewhere (anywhere) and point it in the direction of your moonlight. You’ll want to turn its intensity way down and color it a little blue for moonlight.

Thanks for the reply.
That is also an option. I keep trying to get a moon light but a little bit dim and mysterious. First attempt were the spotlights.

I think I found my answer. Yep…I missed something. Did not notice that the light has 2 sections in the Details panel. The second one was minimized. So there is the “Use inverse squared falloff” which is automatically on when you place a light in the scene. Which is not a bad thing if you want to use this way but you have to keep in mind that you have to increase the intensity of the light much higher. In the Strategy Game scene where I tested my mesh this was off therefore a lower intensity was enough.