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How Do You Add Lights in Unreal Engine?

Published in Unreal Engine Lighting 5 mins read

Adding lights in Unreal Engine is a fundamental step in scene creation, allowing you to illuminate your environment and define its mood. The primary method involves using the Place Actors panel to drag and drop various light types directly into your level.

Getting Started with Essential Lighting

To establish a foundational lighting setup, especially for outdoor or open environments, consider these initial steps:

  1. Atmospheric Fog: Begin by adding an Atmospheric Fog actor to your scene. Navigate to the Place Actors panel, select the Visual Effects tab, and drag an Atmospheric Fog into your level viewport. This instantly provides a basic skybox and natural-looking sunset lighting, giving an immediate sense of environment.

  2. Directional Light: Next, add a Directional Light. In the Place Actors panel, go to the Lights tab and drag a Directional Light into your level viewport. This actor simulates sunlight or moonlight, casting parallel rays across your scene to create shadows and define the main light source direction.

Understanding Different Light Types

Unreal Engine offers a variety of light actors, each serving a distinct purpose in illuminating your scene. Understanding their functions is crucial for effective lighting.

Light Type Description Common Uses
Directional Light Emits light rays in a single, parallel direction across the entire scene. Simulating sun, moon, or other distant light sources for outdoor environments.
Point Light Emits light uniformly in all directions from a single point. Bare light bulbs, candles, torches, small area illumination.
Spot Light Emits light in a conical shape from a single point, with a defined beam. Flashlights, car headlights, stage lights, focused illumination.
Rect Light Emits light from a rectangular plane, with controllable width and height. Windows, studio softboxes, emissive screens, light panels.
Sky Light Captures the distant parts of the level (e.g., sky dome, distant objects). Global ambient light, filling shadows, simulating overall environmental light.

Step-by-Step Guide to Adding Lights

Adding specific lights to your scene is a straightforward process:

  1. Open the Place Actors Panel: This panel is usually located on the left side of the Unreal Engine editor. If you don't see it, you can open it via Window > Place Actors.
  2. Navigate to the Lights Tab: Within the Place Actors panel, click on the Lights tab.
  3. Select and Drag: Browse through the available light types. Click and drag the desired light actor (e.g., Point Light, Spot Light) from the panel directly into your level viewport.
  4. Position and Rotate: Once placed, you can move and rotate the light actor using the standard transformation widgets (translate, rotate, scale). The preview of the light's influence will update in real-time.

Adjusting Light Properties

After placing a light, you'll want to fine-tune its properties to achieve the desired effect. Select the light actor in your level, and its properties will appear in the Details panel (usually on the right side of the editor).

Key properties to adjust include:

  • Intensity: Controls the brightness of the light. Higher values mean brighter light.
  • Light Color: Sets the color of the light. Use the color picker to select.
  • Attenuation Radius (for Point/Spot Lights): Defines the maximum distance the light will reach.
  • Source Radius / Length (for Point/Spot Lights): Influences the softness of shadows cast by the light. Larger values create softer shadows.
  • Inner/Outer Cone Angle (for Spot Lights): Determines the spread and falloff of the spot light's beam.
  • Cast Shadows: A boolean (true/false) setting to enable or disable shadow casting for the light.
  • Mobility: Critical for performance and visual quality.
    • Static: Baked into lightmaps, highly optimized, no runtime changes.
    • Stationary: Can cast baked indirect light but has dynamic direct lighting. Supports runtime changes to color/intensity.
    • Movable: Fully dynamic, no precomputed lighting, most flexible but highest performance cost.

Optimizing Lighting for Performance and Visuals

Effective lighting isn't just about placing lights; it's also about optimizing them for both visual quality and performance.

  • Building Lighting (for Static/Stationary Lights): After placing static or stationary lights, you must "Build Lighting" (Build > Build Lighting Only) to precompute their contributions and bake them into lightmaps. This is essential for accurate static shadows and indirect lighting.
  • Reflection Captures: For realistic reflections, especially on metallic or glossy surfaces, ensure you place Reflection Capture Actors (Sphere Reflection Capture, Box Reflection Capture) throughout your scene. These capture the surrounding environment and project it onto reflective materials.
  • Post Process Volume: For global lighting adjustments, color grading, exposure, and other visual effects, use a Post Process Volume. This allows you to fine-tune the final look of your scene.
  • Balance Light Types: Don't rely on just one type of light. Use Directional for primary illumination, Point/Spot for localized effects, and Sky Light for ambient fill.
  • Shadow Quality: Shadows are performance-intensive. Optimize them by adjusting shadow resolution and distance, especially for distant objects.

By understanding these core concepts and utilizing the various light actors and their properties, you can create compelling and visually stunning lighting in your Unreal Engine projects.