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Stationary point light specularity shape changes based on viewing angle

I'm having a weird problem in my level with stationary point lights that have a non-zero length. To start, I have a doorway mesh with a sort of upright strip light/panel on either side. I have point lights placed against the mesh that blink on and off (hence why they're set to stationary).

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USUALLY, under most viewing conditions, the lights properly light the entire panel, making the whole thing glow and cast light/shadows. However, for some reason, if I view the mesh from certain angles, the specular reflection of the point light on the mesh changes back to a zero length pointlight.

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Just shifting the camera slightly can cause this to happen. Any ideas how I fix this? In case it helps, when viewing the scene in lighting complexity mode, the change in specularity is also accompanied by a weird pixelated effect that appears on other lights in the scene. Am I reaching some sort of light-complexity limit when the camera is viewing too many complex lights at once?

Any help is greatly appreciated!

Product Version: UE 4.11
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asked May 06 '16 at 12:25 AM in Rendering

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dadavis1992
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