Focused reference · Unreal Engine 5.8

Diagnostics and validation

unreal-lighting/references/diagnostics.md
SymptomCheckAction
Everything is too bright/darkExposure mode, EV100, compensationLock Manual exposure; establish light values; then restore bounded adaptation
Bright object at screen edge pumps exposureHDR histogram / meteringAdd center-weighted Exposure Metering Mask or narrow histogram selection
Interior is black with LumenSurface Cache/Card coverage, mesh scale/topologySplit overly complex meshes; verify distance fields and Lumen representation
Light leaks through thin wallsLumen representation, wall thickness, shadow methodIncrease physical thickness; inspect distance fields; choose appropriate tracing/shadow path
Reflections miss objectsLumen reflection mode/scene representationInspect Lumen scene; consider hardware RT where target supports it
Soft shadow is wrongSource size, not intensityTune Source Radius/Width/Height/Angle
Local light costs too muchBounds, shadows, overlapsReduce attenuation, disable unnecessary shadows, profile MegaLights versus conventional path
MegaLights looks noisy/blurryToo many important overlapping lights per pixelNarrow bounds, merge small lights, reduce local complexity
MegaLights ghosts in motionDenoiser under high stochastic complexitySimplify overlapping lights; test shadow method and temporal behavior
Fog glows everywhereVolumetric scattering and large light boundsLower scattering; narrow bounds; remove irrelevant fog contribution
Day/night color looks fakeManual tint fights Sky AtmosphereReturn sun toward neutral and let atmospheric scattering drive color
Emissive surface does not light enoughEmissive is visible but GI contribution is insufficient/noisyAdd a matching controlled light; do not rely on tiny bright emissives alone
Shadow acne/peter-panningBias settings or geometryInspect geometry/normals; tune bias minimally; verify VSM/ray-traced path

Debug sequence

  1. Disable stylistic post effects that obscure diagnosis.
  2. Lock exposure.
  3. Inspect unlit/material values where relevant.
  4. Inspect HDR (Eye Adaptation).
  5. Inspect Lumen Overview, Surface Cache, and reflection views.
  6. Inspect shadow/VSM or ray-tracing debug views.
  7. Inspect light bounds and overlapping influence.
  8. Measure GPU timing on target hardware and intended scalability.
  9. Re-enable post effects one category at a time.

Acceptance checks

  • Focal subject reads at gameplay camera distance.
  • Exposure transitions behave intentionally in both directions.
  • Direct, indirect, reflection, emissive, and volumetric contributions are identifiable.
  • No major light leaks, black Lumen surfaces, temporal ghosting, or unstable pumping.
  • Scene remains legible at required scalability tiers.
  • GPU cost meets the declared budget on target hardware.