lighting-and-lumen

Configure UE5 light components, Lumen GI, shadows, and post-process exposure in C++.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill lighting-and-lumen-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: lighting-and-lumen
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/lighting-and-lumen
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill lighting-and-lumen-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Setting up correct and performant lighting in Unreal Engine 5 requires navigating light component types, mobility rules, Lumen settings, shadow methods, and post-process exposure, and mistakes produce black GI, shadow acne, or inconsistent exposure. ## Core Features & Use Cases - Light Component Authoring: Create and configure UDirectionalLightComponent, UPointLightComponent, USpotLightComponent, URectLightComponent, and USkyLightComponent in C++ with correct intensity units, attenuation, IES profiles, and mobility. - Lumen GI & Reflections: Enable and tune Lumen global illumination and reflections, choose between software and hardware ray tracing, and adjust per-camera quality via FPostProcessSettings overrides. - Shadows, Sky & Exposure: Configure Virtual Shadow Maps, cascaded shadow maps, shadow bias, sky atmosphere with exponential height fog, reflection captures, and manual or auto exposure in post process volumes. - Use Case: When building an outdoor city level, use this Skill to set up a Movable directional sun with bAtmosphereSunLight, a real-time-capture sky light, Lumen GI, VSM shadows, and manual exposure so the scene stays consistent as the camera moves. ## Quick Start Ask the AI to create a Movable directional sun light with sky atmosphere, real-time sky light capture, and Lumen GI enabled for your UE5 level.

Frequently Asked Questions about lighting-and-lumen

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

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

Enable Lumen in Project Settings under Rendering by setting Dynamic Global Illumination Method and Reflection Method to Lumen. This auto-enables Generate Mesh Distance Fields, which software ray tracing requires, and disables precomputed lightmaps.

How do I create a light component in UE5 C++?▼

Use CreateDefaultSubobject with a type like UPointLightComponent in the actor constructor, then call SetupAttachment, SetIntensity, SetLightColor, and SetAttenuationRadius. Mobility is set via SetMobility with EComponentMobility values.

What is the difference between Static, Stationary, and Movable lights in UE5?▼

Static lights bake fully into lightmaps with no runtime changes. Stationary lights have dynamic direct light but baked indirect, limited to four overlapping per primitive. Movable lights are fully dynamic and are the only type that feeds Lumen GI.

Why is my Lumen GI black or not working?▼

Black Lumen GI usually means Generate Mesh Distance Fields is disabled in Project Settings, since software ray tracing depends on mesh SDFs. Static lights are also ignored by Lumen, so switch key lights to Movable mobility.

Should I use baked Lightmass lighting or Lumen in UE5?▼

Use Lumen for dynamic scenes with Movable lights, changing time of day, or Nanite geometry. Use baked Lightmass with Static or Stationary lights for mobile targets or performance-constrained platforms where runtime GI cost is unacceptable.

How do I stop auto-exposure from changing brightness as the camera moves?▼

Set AutoExposureMethod to AEM_Manual in the post process volume's FPostProcessSettings and fix the exposure with AutoExposureBias. This removes the histogram-based breathing artefact and keeps brightness consistent across camera movement.