unreal-lighting

Design, tune, and debug Unreal Engine 5.8 lighting with Lumen, MegaLights, and physical light units.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill unreal-lighting-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-lighting
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/unreal-lighting
Command: npx skills add https://github.com/steveulrich/ProjectB --skill unreal-lighting-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Lighting scenes in Unreal Engine 5.8 involves many interacting systems—Lumen GI, MegaLights, exposure, physical light units, and shadow methods—and tuning them without a structured workflow leads to washed-out scenes, black interiors, light leaks, and performance regressions. ## Core Features & Use Cases - Structured lighting workflow: Establishes exposure behavior and physical units first, then builds environment light before local accents, with ordered changes naming exact UE 5.8 properties and editor locations. - Diagnostics and recipes: Provides symptom-to-fix tables for issues like Lumen black interiors, light leaks, exposure pumping, and MegaLights noise, plus concrete recipes for daylight, golden hour, night exteriors, and window-lit interiors. - Use Case: A level artist's night scene keeps being brightened back to daytime by auto exposure. The skill directs them to clamp Min/Max EV100, reduce broad environment contribution, and place bounded local light pools, then validate with HDR visualization and GPU profiling. ## Quick Start Use the unreal-lighting skill to diagnose why my Lumen-lit interior is black and give me ordered fixes with starting values for a 60 FPS console target.

Frequently Asked Questions about unreal-lighting

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

FAQPage Schema
How do I set up physically based daylight in Unreal Engine 5.8?▼

Add a Directional Light, Sky Atmosphere, and Sky Light, enable Atmosphere Sun Light, and set the Directional Light in Lux with roughly 120,000 lux as a documented zenith sun starting point. Lock Manual exposure first, then enable bounded auto exposure after the noon reference is stable.

Why is my Lumen interior completely black?▼

Black Lumen interiors usually indicate missing Surface Cache or Card coverage, or meshes that are too complex or incorrectly scaled. Inspect the Lumen Surface Cache visualization, split overly complex meshes, and verify mesh distance fields are generated.

Should I use MegaLights or Deferred Lighting for a Directional Light?▼

MegaLights Directional Light support is disabled by default and has documented quality limitations; Epic recommends Deferred Lighting with Virtual Shadow Maps for a strong sun. Enable r.MegaLights.DirectionalLights 1 only after target testing, such as for a dim soft moonlight.

How do I stop auto exposure from brightening my night scene?▼

Clamp the Min/Max EV100 range so the camera cannot adapt the night back to daytime, or use equal Min/Max values to disable adaptation entirely. Reduce broad environment contribution instead of crushing blacks with post-process color.

Why does MegaLights look noisy or ghost in motion?▼

MegaLights has fixed sampling, so too many overlapping important lights per pixel causes noise, blur, and temporal ghosting. Narrow attenuation bounds, merge small emitters, and reduce local light complexity rather than adding more lights.

What units should I use for light intensity in Unreal Engine?▼

Use Lux for Directional Lights, cd/m² for Sky Light luminance, and Candela or Lumens for Point, Spot, and Rect Lights when inverse-square falloff is enabled. Never prescribe an intensity number without light type, exposure, distance, source size, and target platform context.