Focused reference · Unreal Engine 5.8
Parameter effects
Contents
Light selection
| Need | Light |
|---|---|
| Sun, moon, or effectively infinite source | Directional Light |
| Captured environment/sky contribution | Sky Light |
| Bare bulb or omnidirectional fixture | Point Light |
| Flashlight, headlamp, stage cone | Spot Light |
| Window, panel, fluorescent fixture, softbox | Rect Light |
Core light properties
| Property | Increase | Decrease / caution |
|---|---|---|
| Intensity | More direct contribution in the selected physical unit | Interpret only with exposure and distance |
| Temperature | Cooler/bluer at higher Kelvin | Warmer/oranger at lower Kelvin; avoid double-tinting a physically scattered sun unless stylized |
| Attenuation Radius | Affects more geometry and increases overlap | Not a brightness control; keep close to useful influence |
| Source Radius / Soft Source Radius | Larger apparent emitter; softer, broader shadows/reflections | Excessive size can erase contact definition |
| Source Length | Elongates emitter and shadow softness | Match tube/strip fixture shape |
| Indirect Lighting Intensity | Scales bounced contribution from this light | Nonphysical artistic override; debug GI before using |
| Volumetric Scattering Intensity | Stronger effect in participating media | Can create fog glow/noise and flatten contrast |
| Specular Scale | Changes specular response | Keep 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
| Mobility | Use | Cost/constraint |
|---|---|---|
| Static | Never changes; baked Lightmass workflow | Requires precomputed lighting; not useful as a Lumen dynamic source |
| Stationary | Color/intensity may change, transform stays fixed | Mixed baked/dynamic constraints; overlapping Stationary limits apply |
| Movable | Transform and properties change at runtime | Fully 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
| Control | Effect |
|---|---|
| Metering Mode: Manual | Fixed exposure; camera/light comparison is stable |
| Histogram | 64-bin adaptive exposure; default adaptive mode |
| Exposure Compensation | Offset in stops; +1 = 2× brighter, -1 = 2× darker |
| Min/Max EV100 | Clamp adaptation range; equal values disable adaptation |
| Speed Up | Adaptation rate from dark environment/view to bright |
| Speed Down | Adaptation rate from bright environment/view to dark |
| Metering Mask | Weights screen regions; center weighting reduces edge-light pumping |
| Low/High Percent | Select histogram range used for target exposure; extreme values can destabilize or clip |
Workflow:
- Use Manual exposure while establishing physically plausible lights.
- Enable HDR (Eye Adaptation) visualization.
- If adaptation is required, set a purposeful Min/Max EV100 range.
- Set speed from desired perceptual behavior.
- Add a metering mask if peripheral bright objects cause pumping.
- 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 cdproduces1000 luxat 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 1only 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.