Mesh Glows Bright when there is no longer a Indirect Lighting Cache

This occurs when you use streaming levels with different setups.

  1. One map with Indirect Lighting Cache created through Light Baking.
  2. Second map completely dynamic, no ILC or baking.

The door show in question is Movable, with ILC set to Volume (Same effect occurs when set to Point). The interactive blueprint door is located in a parent container map separate from the maps mentioned above. This effect has also been experienced since I noticed in 4.7, but never had the need to mix Dynamic & Baked streamed maps.

This effect occurs at random after the previous ILC level has been unloaded. Appears in Editor, PIE and Packaged game.

Below is the visual example.

Hi sbnewson,

I’ve spent a little bit of time trying to reproduce this, but I’m not seeing the same results in my 4.10.2 test level. There is probably something that is not set correctly on my end, likely because you mention it being at random. There are a number of variables that could potentially be the issue.

Are you able to make a sample project that reproduces this from a new project and post here? I can then debug and go from there.

Let me know.

Tim

I am facing same type of problem in 4.8.3

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If you have steps to reproduce this that would be helpful as well or a simple project that you can post here that reproduces the issue I can take a look. You may also want to check and see if this is occurring in our latest 4.11 and 4.12 preview releases.

I am experiencing a very similiar problem. I have 2 levels that are baked separately…One is just a building and one surrounding exterior. When I stream these 2 levels together in my persistent level all the movable doors from the building are brighter. Looks like the doors are affected by the ILC samples from the both levels together resulting in higher brightness what looks very unrealistic. Is there some workaround to have better controll over the ILC?

@Scharc

Do you happen to have an example project you could upload here? This has been reported here a couple of times, but unfortunately was never anything that I could reproduce.

There is no direct control over the ILC other than disabling it for the movable actors in their details panel. ILC samples color and brightness are determined by the light sources that influence them.

One alternative that another user has suggested was to use an AO texture in the material to help have better control, but the issue that’s really popping up here is that that these get extremely bright, which I’ve not had happen in any test I’ve set up.