Odd circles of light after Light Build

I’m using Unreal Studio 4.19.2. After processing the Lightmass solution at preview/medium/high Quality, in only one part of my project, I get circles of light on my geometry. No where else in the model does this happen even though I have copied the lights around from bay to bay. There is no exterior light. The chandelier is emissive. I can also see the vertical sides of my geometry in this one particular bay. Any ideas as to what might be causing this? Any suggestions are welcome.

My Lightmass Settings:
Static Lighting 1.0
Num Indirect Lighting 3
Num Sky Lighting 5
Indirect Lighting Quality 2.0
Indirect Lighting Smooth .7

The geometry and materials have been imported via Datasmith, but the camera and lights were all created in Unreal Studio.

(I have added no angels or pixie dust.)

Thank you for your help.alt text

Hi!

I don’t know how did you set up your emissive lights but almost sure that’s what’s causing it…
The easiest way to get rid of is to turn of to use emissive in the static light calculation and place an extra point light to imitate the emissive light!
The other solution is to place a lightmass portal covering the emissive surface(s) and tune your Lighting quality higher. (I also don’t know what quality you’re after…)

Good luck!

I’m not exactly sure why I got those circles of light, but my solution was to delete the six light sources in the infected area and copy lights from the opposite side into this area. That worked. As it turns out, the chandeliers were not set up as emissive. They just look like they’re emitting light. I didn’t solve the underlying issue, so it could happen again. I kind of think it may have had to do with Attenuation Radius because when I reduced it, the circles all but disappeared. Yet there were a few remaining, so I just deleted the lights and copied good ones in their place. (The purple dots of light in the attached image are lens flare.)