Focused reference · Unreal Engine 5.8

Parameter effects

unreal-lighting/references/parameter-effects.md

Contents

Light selection

NeedLight
Sun, moon, or effectively infinite sourceDirectional Light
Captured environment/sky contributionSky Light
Bare bulb or omnidirectional fixturePoint Light
Flashlight, headlamp, stage coneSpot Light
Window, panel, fluorescent fixture, softboxRect Light

Core light properties

PropertyIncreaseDecrease / caution
IntensityMore direct contribution in the selected physical unitInterpret only with exposure and distance
TemperatureCooler/bluer at higher KelvinWarmer/oranger at lower Kelvin; avoid double-tinting a physically scattered sun unless stylized
Attenuation RadiusAffects more geometry and increases overlapNot a brightness control; keep close to useful influence
Source Radius / Soft Source RadiusLarger apparent emitter; softer, broader shadows/reflectionsExcessive size can erase contact definition
Source LengthElongates emitter and shadow softnessMatch tube/strip fixture shape
Indirect Lighting IntensityScales bounced contribution from this lightNonphysical artistic override; debug GI before using
Volumetric Scattering IntensityStronger effect in participating mediaCan create fog glow/noise and flatten contrast
Specular ScaleChanges specular responseKeep at default for physical work; use only as a deliberate art override

Spot Light

  • Inner Cone Angle: fully lit core.
  • Outer Cone Angle: full edge of influence.
  • Larger gap between inner and outer angles creates a softer penumbra.
  • Use IES profiles for fixture distribution when available instead of hand-shaping every falloff.

Rect Light

  • Source Width/Height define emitter size and reflection shape.
  • Use for windows and panels where emitter geometry matters.
  • Face the emitting side toward the scene.

Mobility

MobilityUseCost/constraint
StaticNever changes; baked Lightmass workflowRequires precomputed lighting; not useful as a Lumen dynamic source
StationaryColor/intensity may change, transform stays fixedMixed baked/dynamic constraints; overlapping Stationary limits apply
MovableTransform and properties change at runtimeFully dynamic shadows; profile shadow path

For Lumen-first fully dynamic projects, Movable lights are the normal baseline. Do not choose mobility from habit; choose it from the rendering path.

Exposure

ControlEffect
Metering Mode: ManualFixed exposure; camera/light comparison is stable
Histogram64-bin adaptive exposure; default adaptive mode
Exposure CompensationOffset in stops; +1 = 2× brighter, -1 = 2× darker
Min/Max EV100Clamp adaptation range; equal values disable adaptation
Speed UpAdaptation rate from dark environment/view to bright
Speed DownAdaptation rate from bright environment/view to dark
Metering MaskWeights screen regions; center weighting reduces edge-light pumping
Low/High PercentSelect histogram range used for target exposure; extreme values can destabilize or clip

Workflow:

  1. Use Manual exposure while establishing physically plausible lights.
  2. Enable HDR (Eye Adaptation) visualization.
  3. If adaptation is required, set a purposeful Min/Max EV100 range.
  4. Set speed from desired perceptual behavior.
  5. Add a metering mask if peripheral bright objects cause pumping.
  6. Use Local Exposure only after global exposure and light values are sound.

Physical-unit anchors

  • UE documents a zenith sun around 120,000 lux with a 0.545° angular diameter.
  • A perpendicular white diffuse surface under that sun may receive roughly 150,000 lux total.
  • Point/Spot/Rect Lights can use Candela or Lumens when inverse-square falloff is on.
  • 1000 cd produces 1000 lux at one meter for a perpendicular receiver in the documented example.

Use real fixture specifications as starting points. Do not compensate for incorrect exposure by multiplying every light arbitrarily.

Lumen

  • Dynamic Global Illumination: Lumen.
  • Reflection Method: Lumen.
  • Software tracing requires Generate Mesh Distance Fields.
  • Hardware ray tracing improves representation/quality in supported cases but costs more and requires compatible hardware.
  • High scalability targets Lumen GI/reflections for 60 FPS on current-generation consoles; Epic targets cleaner indoor lighting at 30 FPS.
  • Inspect Surface Cache/Card visualization when meshes appear black or fail to bounce light.

MegaLights

  • Enable under Project Settings > Rendering > Direct Lighting.
  • Hardware ray tracing support is recommended.
  • All local lights are handled when enabled; disable per light with Allow MegaLights.
  • Directional Light support is disabled by default. Enable it with r.MegaLights.DirectionalLights 1 only after testing: Epic recommends Deferred Lighting with VSM for a strong sun, while MegaLights may fit a dim, soft moonlight. Sky Light is not handled.
  • Select Ray Tracing or Virtual Shadow Maps per light as shadow method.
  • Disable by scalability/device profile with r.MegaLights.Allow 0.
  • Avoid huge light bounds. Merge many tiny emitters when they create noise, blur, or ghosting at the same pixels.