Lighting
unreal-lighting4 focused referencesDesign, tune, profile, and debug lighting in Unreal Engine 5.8. Use for Lumen GI and reflections, MegaLights, physical light units, exposure and eye adaptation, Directional/Sky/Point/Spot/Rect Lights, Sky Atmosphere, fog, clouds, shadows, interiors, exteriors, day-night scenes, mood targets, or lighting performance problems.
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.
Required answer format
Return:
- Rendering/exposure assumptions.
- Actor and component setup.
- Ordered changes, naming UE 5.8 properties and editor locations.
- Parameter direction: what increasing or decreasing each value does.
- Starting values only when documented or physically grounded; otherwise give a bounded tuning procedure.
- Debug views and console checks.
- Performance validation on the requested target.
Never prescribe an isolated intensity number without its light type, units, exposure, distance, source size, and target platform.
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.
Focused references