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.