Is this about the spotlights not working or nothing coming from the screens?
Are the lights using the inverse squared falloff or no? Should be checked by default if I remember. Are they baked or dynamic? Do they work in the opposite mode, or before you build lighting?
Err I have no clue. The spotlights are working though but I was wondering how to get some more light into the scene without making it too bright. Its my first time doing a scene like this though I have been working on UE4 for a year now. Do you think the lighting is ok ?
Hey thanks for the links but I tried emissive lighting before on a lot of levels but the result was eye jarring (that's what the feedback said) Ill try using the second link and see if it works.
Well as far as the lighting goes, it doesn't even seem like the spotlights are working, but I'd focus on the lighting from the panels first. There should be a node in the material editor that allows you to control the GI strength from the emissive parts, as well as the bloom separately, instead of using the single post-process bloom for everything. So you can increase the baked lighting from the panels while keeping the glow lower.
How many GI bounces do you have? Are you using a skylight? You may want to use a soft skylight to fill in the black shadows, and/or increase light bounces.
Replies
Are the lights using the inverse squared falloff or no? Should be checked by default if I remember.
Are they baked or dynamic? Do they work in the opposite mode, or before you build lighting?
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html
Also, this tutorial might help you a lot as well:
http://www.worldofleveldesign.com/categories/ue4/ue4-how-i-created-the-corridor-environment-in-10-hours.php
Ill try using the second link and see if it works.
How many GI bounces do you have? Are you using a skylight? You may want to use a soft skylight to fill in the black shadows, and/or increase light bounces.