Uneven lighting on spline meshes and adjacent static meshes
Hey there, I tried posting on the forums a couple months ago and received no response. First thing I wanted to address is that my project is still on 4.6 for reasons, though I may try to duplicate the level to a later build if absolutely necessary.
Anyway, I am including a screenshot of an example of some of the issues I have been experiencing with lighting. The geometry in this section is about 60% BSP, 40% Static Meshes, with the "wall trims" that comprise the top and bottom of the skywalk were made into spline meshes as blueprints I had made. As you can probably see, each 'section' of the spline appears to have its own lighting information, and it appears that the sections with corners are even brighter than those that are directly underneath light sources.
If you need any other screenshots from me, such as lightmaps from the source meshes, blueprints, etc., let me know.
asked Oct 27 '15 at 04:47 AM in Rendering
I'll get back to you on that. I think I also found a workaround, but I'd also like to see what would happen if I copied the project to our team's 4.8 environment.
The workaround was this: Under Transform, I had meshes mobility set to Movable Under Lighting, I went to Show Advanced and changed Indirect Lighting Cache Quality to ILCQ Volume.
answered Nov 02 '15 at 08:26 PM
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