Why is my static mesh importing darker and shiny?
This is the first time I've encountered this problem after many static mesh imports, can't figure out what I did wrong. When I import this mesh it comes in darker than a usual static mesh. It also seems to have some specular properties that are picking up the emissive lights in the room.
I've double checked the geo and it seems to be in order. Lightmap and UV also seem to be in order.
Any help would be great. Thanks!
asked Sep 28 '16 at 08:23 AM in Using UE4
With this area looking indirectly lit the shadowing differences you're seeing is caused by lighting for each actor being handled by a different thread when it's computed. It's harder to see with the with the world grid material, so if you use a base color like white it's much easier to see the disparity between the pieces.
This can help you from the wiki for lighting troubleshooting and tips with some suggestions to improve this or alternative options to take: https://wiki.unrealengine.com/LightingTroubleshootingGuide#Shadow_Seams.2FShading_Differences_with_Indirect_Lighting
answered Sep 28 '16 at 01:38 PM
Tim Hobson ♦♦ STAFF
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