Why is the base color making my material seem emissive?

Edited: for better clarification.

I’ve built a double door that opens and closes using blueprints. When I add my base color to the material it brightens it, as if it has an emissive property applied which it does not.

The images I’ve attached show the incorrectly lit door in nearly total darkness, but as you can see the walls, door frame, and terminal all are in the darkness, but the doors themselves are bright. The second image I set the scene to unlit to better see the problem.

I’ve been trying to solve this on my own, and searching the net for a couple days, and at this point any help would be amazing. Thanks!!

I don’t think it’s your material, Unreal has a feature called Eye Adaptation that is enabled by default:

Once you applied your material, the engine automatically adjusted the exposure of the image. You might have noticed a small fade-in/fade-out when you lookaway of the door. To fix this, either turn off eye adaption in the post process effect or the viewport settings, or build a consistent lighting setup.

Thank you for the advise. Unfortunately the solution does not involve eye adaptation. The problem does not apply to the entire scene, but only to this particular mesh and when any texture (including vector parameters) are applied to the base color of the material.

Ok I kinda found the problem. The Skylight was casting light onto only certain meshes through the walls. I don’t know the specifics yet but I deleted the skylight and now all the shadows are correct.

Found this solution for another problem, but I’m pretty sure its the solution here too:

Settings (Bar near the top of the editor) > World Settings > Lightmass > Lightmass Settings > Environment Intensity=0

Link to where I found the solution: Cannot for the life of me make a completely dark map! - Rendering - Unreal Engine Forums