Contents
Unreal Engine 5.8 · System guide
Lighting
Tune Lumen, exposure, lights, and atmosphere
On this page
Choose a task
Choose an approach
Build and understand
Troubleshoot
Workflow and boundaries
Use these checks when a task crosses several systems. The focused references above contain the specific actions.
Ownership boundary
This skill owns artistic light, exposure, atmosphere, physical units, and target-look setup. If the
request is an unmeasured performance complaint, start with
unreal-insights-profiling; after a render/GPU bound is
measured, route optimization to
unreal-rendering-performance. Route shader/surface graph
architecture to unreal-materials.
Establish constraints first
Record:
- target platforms and frame-rate budget;
- deferred/forward renderer and scalability target;
- dynamic versus baked lighting requirement;
- Lumen software or hardware ray tracing;
- MegaLights enabled or disabled;
- intended exposure behavior: fixed, bounded adaptation, or full adaptation;
- reference image and desired focal hierarchy.
Do not tune lighting before exposure behavior is deliberate. A changing camera exposure can hide whether the light or the exposure is wrong.
Execute
- Choose the rendering path and mobility.
- Establish exposure and physical units.
- Build broad environment light before local accents.
- Add local lights with the smallest useful bounds.
- Tune shadow softness with emitter size, not arbitrary intensity changes.
- Inspect Lumen, exposure, shadow, and light-complexity visualizations.
- Profile on target hardware.
Read:
references/parameter-effects.mdfor control behavior.references/recipes.mdfor concrete target looks.references/diagnostics.mdfor failures and performance.
Hard rules
- Use Lux for Directional Light, cd/m² for Sky Light luminance, and Candela/Lumens for local lights when inverse-square falloff is enabled.
- Treat attenuation radius as an influence bound, not a brightness control.
- Treat exposure compensation in stops:
+1doubles displayed brightness;-1halves it. - Equal Min/Max EV100 disables auto exposure.
- With Lumen enabled, precomputed static lighting contributions are disabled/hidden.
- MegaLights handles local lights. Sky Light remains outside it. Directional Light support is
opt-in with
r.MegaLights.DirectionalLights 1, disabled by default, and has documented quality limitations; prefer Deferred Lighting with VSM for a strong sun unless target tests justify the MegaLights path. - Narrow overlapping light bounds. MegaLights has fixed sampling; excessive local complexity reduces quality instead of scaling cost conventionally.
- Mark experimental features as experimental and provide a shippable fallback.
- Validate with visualizations and profiling, not the editor beauty view alone.
See references/sources.md for the UE 5.8 source trail.
Version and evidence
Targets Unreal Engine 5.8 documentation. This label does not establish that every procedure was tested in an editor or packaged build.
Read the documentation sources and verification notes →