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.

Still looking for a possible solution to this one. I looked into world and project settings, and it seems like occlusion or indirect lighting quality / smoothness aren’t culprits here.

Hi warezbanez -

Does your Spline Mesh have more than one component in the blueprint? Also just to confirm behavior, does the light produce different behavior when Stationary and after lights are built and if Movable?

Thank You

Eric Ketchum

There is only one static mesh in the component. I’m going to attach a screenshot of the blueprint to see if it helps at all. Let me know if it needs to be in separate images for further detail.

I have also had my lights set to Static, but in the original screenshot provided, it is set to Stationary. I did change it to Movable as well with no luck.

After doing a bit of research in our bug history, it looks like this issue was corrected in 4.7 or 4.8. Can you copy your project to those versions to see if the issue is resolved for you?

Thank You

Eric Ketchum

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.