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.