Broken lighting

I have a ladder mesh, made from Stairs BSP. For some reason, light behaves very strangely. What could be the reason?

Hi Akiiino,

In your particle for the Fire, are you using a light? if so, maybe it only has a smaller radius and doesn’t properly light the stairs.

If you add other point lights or move the fire closer, I would assume everything lights as it should? If so, try increasing the radius of the light in your fire particle to accommodate the larger area needed.

-Tim

First of all, I really hate how you all accept answers yourselves without thinking. Secondly, no, there is a point light in the torch actor, and it has a sufficient radius. If you looked at the screenshot for more than 0.01 second, you would see that the floor is lit.

AnswerHub acceptance:

This is a function of AnswerHub when Staff reply. It removes the assigned question from our queue and leaves it up to you to respond to re-open the question. There are a lot of times where users will not respond back and will indefinitely leave a question open and in our queue. With such a large user base this can lead to endless amounts of questions in our queue. Understandably it’s frustrating and there are plans in the future to try a different approach but I’m not sure when exactly that will be rolled out.

Light issue:

This is no reason to be hostile to those willing to help, staff or community. Epic does not guarantee support, and I was trying to offer some quick suggestions to take a look at. I’m still happy to help, but there is no reason to be rude.

Problems with your image and why more information would be helpful.

You only show the in-game result. I can see the light that lights the floor, but that does not tell me if it’s a light source from the Fire Particle which would be dynamic or if there are other point lights in the scene. The light outside of the fires area is showing what I presume to be baked indirect lighting, since it looks too dark for the default skylight actor.

So with that, Are you using any other lights other than the fire particles in the scene? If so, are they set to static/stationary?

You say you’re using the BSP staircase, if you’re using static lighting (which it looks like based on the quality of the shadows on the stairs), what is the lightmap resolution under the Surface Properties Tab for the BSP. If you’ve converted this BSP to a static mesh that would also be helpful to know since there are additional settings that must be set for them to work properly.

-Tim