OmniLight3D only visible at +x +z

Godot Version

4.4

Question

Summary of Issue:
When I shoot a bullet (with an OmniLight3D attached) in my 3D game, the bullet’s light is only visible when shooting towards +X or +Z. If I shoot towards -X or -Z, the OmniLight is not visible, even though the camera is always facing the direction of the shot. (there is nothing in code that effects the omnilight)

Video of issue:

Things I have tried:

Increased OmniLight3D’s energy and range.
Changed attenuation settings.
Moved the light’s position relative to the bullet.
Ensured the bullet mesh/material is double-sided and normals are correct.
Disabled shadows on the light.
Tested with and without geometry behind the bullet.
Disabled/rotated the DirectionalLight3D (sun).
Adjusted ambient light in the WorldEnvironment.
Verified the camera is always facing the bullet’s direction.
Confirmed the issue is not related to culling, mesh orientation, or the light being inside geometry.
The effect is not related to the bullet’s lifetime or freeing logic (visual effects work as expected in other contexts).
Still, the OmniLight is only visible when shooting in +X/+Z, not -X/-Z.

added more await process frames before queue free, im guessing that the very high velocity of the bullet and they way godots camera culling works caused the omnilight to only visible in frames if shot in the direction +x or +y