Strange light issue

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nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
Also, the problem only appears in game and it is not visible in the editor or PIE. He tried replacing the Point Lights and got the same results. Correct me if I am wrong, but this is a BSP building also.
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
I had that same problem, but it was the fog volume that was somehow ''broken''.
 
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Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Also, the problem only appears in game and it is not visible in the editor or PIE. He tried replacing the Point Lights and got the same results. Correct me if I am wrong, but this is a BSP building also.

Yes, it is a BSP building indeed.

I had that same problem, but it was the fog volume that was somehow ''broken''.

Well, that would be helpful, only i don't have a fog volume in the map. :p
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
0
Ventura, California
BSP is typically vertex lit, and very poor shadow resolution.

From The WorldofLevelDesign.com :

"Left-click on the BSP surface to select it. Press F4 to go to Surface Properties.

In the window you will be able to set lightmap resolution. The only thing you need to know is the lower the value of BSP Lightmap resolution, the better it will look. Which is opposite of Static Mesh lightmaps."

Use only powers of 2 (ie. 2, 4, 8, 16, 32, 64). I belive the default for BSP is 32, which looks like poo.

Large BSP surfaces also suffer from bad shadow resolution especially if multiple light sources are contributing shadows. Solution, break large BSP surfaces, so instead of having 1x 2048 UU square surface, have 4x 1024 UU squares.

In addition, lights may have the following variables:
MinShadowResolution
MaxShadowResolution
ShadowFadeResolution
ShadowDistance

Obvious tweeks there.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
I tried some tweaking with the shadow res, fade res and such, and this seems to have fixed it!