ue-lighting-and-lumen

Configure Unreal Engine light components, Lumen GI, shadows, and post-process exposure in C++.

55|5|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-lighting-and-lumen-kevinpbuckley
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ue-lighting-and-lumen
Source: https://github.com/kevinpbuckley/unreal-engine-skills/tree/main/skills/core/ue-lighting-and-lumen
Command: npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-lighting-and-lumen-kevinpbuckley

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Lighting an Unreal Engine 5 scene correctly requires knowing the exact light component hierarchy, mobility rules, Lumen settings, and post-process exposure fields scattered across the engine source. This Skill gives an AI agent the correct classes, real API signatures with source citations, and the gotchas so it can write and configure lighting C++ code without guessing. ## Core Features & Use Cases - Light component authoring in C++: Create and configure UDirectionalLightComponent, UPointLightComponent, USpotLightComponent, URectLightComponent, and USkyLightComponent with correct intensity units, attenuation, IES profiles, and light functions. - Lumen GI and reflections: Enable and tune Lumen via FPostProcessSettings fields, choose between software and hardware ray tracing, and diagnose issues like missing mesh distance fields or GI leaking. - Shadows, sky, and exposure: Configure Virtual Shadow Maps, shadow bias, sky atmosphere with exponential height fog, reflection captures, and manual vs auto exposure in post process volumes. - Use Case: Ask the agent to add a flickering Movable point light to a torch actor and set up a global post process volume with manual exposure; it produces compilable C++ using the correct UE 5.8 APIs and warns about the four-Stationary-light overlap limit. ## Quick Start Use the ue-lighting-and-lumen skill to create a Movable point light component in C++ and configure a post process volume with Lumen GI and manual exposure.

Frequently Asked Questions about ue-lighting-and-lumen

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a point light component in Unreal C++?

Create a UPointLightComponent with CreateDefaultSubobject in the actor constructor, attach it with SetupAttachment, then call SetIntensity, SetLightColor, and SetAttenuationRadius. Intensity uses physical units like lumens or candelas when inverse-squared falloff is enabled.

How do I enable Lumen global illumination in Unreal Engine 5?

Set Dynamic Global Illumination Method and Reflection Method to Lumen in Project Settings under Rendering, which auto-enables Generate Mesh Distance Fields. Quality is then tuned per-camera through FPostProcessSettings fields like LumenFinalGatherQuality and LumenMaxTraceDistance on a post process volume.

What is the difference between Static, Stationary, and Movable lights?

Static lights bake everything into lightmaps with no runtime changes, Stationary lights have dynamic direct light but baked indirect, and Movable lights are fully dynamic and feed Lumen GI. Only Movable lights contribute to Lumen, and a primitive can overlap at most four Stationary lights.

Why is my Lumen GI black or not working?

The most common cause is Generate Mesh Distance Fields being disabled, which silently degrades Lumen's software ray tracing path. Also check that lights are Movable, since Static lights are ignored by Lumen, and that LumenMaxTraceDistance is large enough for the space.

Should I use baked Lightmass lighting or Lumen?

Use Lumen for dynamic scenes with Movable lights where lighting changes at runtime; use Lightmass baking with Static or Stationary lights for mobile or performance-constrained targets. Baked lighting has near-zero runtime cost but cannot react to gameplay changes.

How do I fix auto-exposure flickering in Unreal Engine?

Switch the post process volume to manual exposure by setting AutoExposureMethod to AEM_Manual and fixing the value with AutoExposureBias. This removes the histogram-based breathing effect as the camera pans and is cheaper to compute.