
Lighting is one of the most powerful tools in Unreal Engine to shape mood, guide players, and enhance realism. On Day 21, you’ll explore essential lighting techniques including how to set up directional lights (typically used as a sun or moon), point lights (for small, omnidirectional light sources like lamps or bulbs), and skylights (used to simulate ambient sky lighting for outdoor scenes).
You’ll learn the difference between static, stationary, and movable lighting, and when to use each based on performance and gameplay needs. For example, a static light is ideal for a scene that never changes, while a movable spotlight may be necessary for a swinging lantern.
After learning to light objects effectively, the focus shifts to atmospheric elements. You’ll explore Exponential Height Fog to create low-lying mist or haze and use Atmospheric Fog or Sky Atmosphere to simulate sky color, sun scattering, and horizon glow—perfect for both sunrise and alien-world effects.
The power of Volumetric Fog will also be demonstrated, where light interacts with the fog to create visible rays and god rays, adding drama and cinematic quality to your scenes.
Additionally, you’ll work with Post Process Volumes, which give you fine control over exposure, bloom, vignette, lens flares, and global color grading. These settings are crucial for tone control, making a horror game feel darker and moodier or giving a stylized game a vibrant, saturated look.
By the end of this day, you’ll have the skills to make environments feel alive and emotionally charged through lighting and fog—tools essential for both realism and artistic direction in any Unreal Engine project.