Lighting artifacts (stripes) for blueprint instances

Steps to reproduce:

  1. Create default map (with floor)
  2. Place a wall (400x300) from Starter content > Architecture
  3. Rotate the sun to make its light rays parallel to the wall
  4. Press Build button and wait until it’s done (stripes artifacts should disappear)
  5. Select this wall and press Blueprint > Convert selected components to blueprint class
  6. Place this blueprint instance on level
  7. Press Build again and wait until it’s done

Expected results:
Stripes artifact should disappear after building lighting

Actual results:
Stripes artifact does not disappear after building lighting, it even appears if it wasn’t in the first place. This also affects the first wall (that was not blueprint instance)

Additional information: Windows 10 x64, Unreal Engine 4.16.1, Ge Force GTX 950
Bug does not reproduce with just two walls from Starter content (without blueprint instances)

Video reproduction:

Thank you, it helped!

But this stripes for movable objects is a normal thing? How to avoid it?

I can’t imagine situation where you need to avoid it. It appears only when directional light really parallel to the surface. In other cases its not so noticeable, especially in fully textured scene.

Ok, thank you for answers.

What do you expect when dynamic light is parallel to the surface?

Select mesh in blueprint and in its lightnin properties set ‘Lit As Static’.

With some light or/and shadow settings it happens on many surfaces. This is not real bug, just you have to set up your light if you not need effects like this. I not remember, because I’m in code only now from many weeks, but whey I played with light and materials it was too hard shadow or something like this.