Light leak and Lumen (TLDR IT NEEDS TO NOT BE A THING on a ue5 port)

Hello as the title makes clear i am displeased with the implementation of lumen , I ABSOLUTLY love the port in every aspect its an amazing port, BUT why when i have the settings MAXED out whatever optimization you decided to do for dynamic objects still lets light through EVEN with lumen which was basicly DESIGNED to get rid of this issue. My sugestion even if it needs to be a seperat setting is please PLEASE allow thoughs with beefy PCs enable better lumen and light culling

Same complaint here. And torches are wonky now because of this. For example, if you build a room completely sealed off from light and pull out a torch, there is no change in light. For some reason the light is already set to be bright inside what should be a pitch dark room. It doesn’t make sense and negates the point of Lumen.

I think I figured out why. It looks like they’re still using the Skylight actor for global illumination instead of just letting Lumen handle it. I think it might be a band-aid solution for the sometimes jarring contrast between light and dark. Either way, I’ve confirmed with some testing that disabling Skylight will allow for pitch dark interiors. I don’t know what repercussion disabling may have on other environments (caves, weather, etc.) but I’d like to experiment with it this way for a while to see how I like it. I will release it as a mod if you’d like to use it.

Yeah, if you feel like releasing it as a mod, I’d like to give it a try.

I just released a mod that isolates Lumen behavior by removing the glow of global illumination that was affecting interiors. Not sure if it will suit your needs or if it causes other light issues as a tradeoff but feel free to try give it a try!

Yes, that is sadly a thing that Inflexion never got right in Nightingale either and it was really annoying.

I like those guys, but I don’t know how that ever got through QA both in Nigthingale but especially here.

Need to check, but I think Funcom got it right in Dune, at least I’ve never noticed it to that degree.

Interesting workaround, but in the end they need to learn to use Lumen properly.
Most other UE5 games can do it it with Lumen and I don’t believe that’s just only because building blocks are dynamic.

doesnt quite fix the light bleeding through walls from torches any chance of either
custom lights that use proper lumen
or
a ue script mod i only play on my own servers anyways so no EAC in exchange of better lighting is all good for me XD