Quick answer: Raise the material's emissive intensity, enable emissive light contribution for Lumen, and increase the emissive light source limit so glowing meshes inject indirect light.
An emissive mesh that glows but lights nothing means Lumen is not treating it as an emitter. Raising emissive intensity and lifting Lumen's emissive contribution limits makes it cast light.
How to fix it
1. Raise emissive intensity
Increase the material's emissive color/intensity well above 1.0; Lumen ignores weak emissive as a light source and only bright surfaces inject indirect light.
2. Enable emissive light contribution
Confirm Lumen's emissive light contribution is on (r.Lumen.Reflections.AsyncCompute aside, check the project Lumen settings) so emissive meshes are sampled into the scene lighting.
3. Lift the emissive brightness limit
Raise Lumen's max emissive light brightness so an intense emissive material is not clamped down to a level too low to bounce meaningfully into the scene.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.