Objects in BP looks brighter than nornal

The question is rather clear and simple…
Whenever i convert a static mesh actor to a blueprint class it renders brighter than before for example a door (static mesh) is a very common example of an object that would be converted to BP in order to make it open and close as the player goes through it.

But as you can see in the picture that i posted the two doors don’t look alike at all.

The door to the right is a normal static mesh that don’t have any scripting to it while the door to the left is a BP class that opens when the character stands in front off it, both has the same mesh reference and same materials.

static objects get static lighting baked into lightmaps, while moveable objects only have real time lighting.

a door should be set to moveable, unless it will never open. baking lighting should improve the appearance of the door, but if you want stationary doors to use the exact same lighting as blueprint doors, all doors should be set to moveable, instead of static.

In addition check that your lights use stationary or dynamic mode to affect the blueprint door. Static lights are only used for static objects.

Thanks for the help Scott and A7E7 that’s exactly my problem but still i can’t find solution since i am using both static and movable lights in the scene so i guess my options are limited to either choosing either one of the two mentioned lightning methods (Static/Movable) and since i have a movable actors (Doors) then it would be the later (Movable)