Why is my material using base color not appearing in mobile preview?

Hello.
I think I might do something wrong or something is missing in my process.
If not, it would seem to be a bug :p.

Anyway, I can see everything well in all views based on PC Preview except mobile preview.

With a material not using base color, instead using only emissive color works well in any preview.

But In mobile preview When I use base color without emissive color, lighting doesn’t work.
So I can’t see anything in mobile preview.

All the blueprints are movable actors and use a same material(using base color)

So I thought, there could be something wrong with my setting. So I put a object, for example a SM_MatPreviewMesh_02, from props folder.

And It appeared well after lighting build, and at that point, I could see the my actors receiving the light reflected from SM_MatPreviewMesh_02, but the actors far from it still doesn’t appear.
Furthermore, They are being rendered well in wireframe view.
This problem just seems to be connected with lighting. :p… I don’t know What I did wrong still.

my setting like this below.

HDR mobile off.
a single DirectionalLight with Stationary.
GameWorld Blueprint actor(like tappy chicken’s world)

hm…It doesn’t seem to be a bug, there must be something I forgot. Unfortunately, I didn’t figure it yet.

In Mobile Temple 4.1 , everything seems work well including move actors.

em… but, I think In mobnile temple 4.1 there are already many number of static objects, so they reflect enough lighting(maybe indirect?) for movable actors to appear as the case of the screen shot I attached. I recommend you to test with a map having only movable actors.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

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