Okay first of all thanks for putting together a video explaination. I couldn’t catch some free time to really sit down and try to understand this yesterday but today i did. So basically what you’re saying is this: Light elements such as point lights or spotlights can be used to fake the ambient fill, so basically fake the bouncing of light that comes from the source? I mean i can see how it’s a good solution but it seems like a solution that’s better for bake lighting… Can it really work with dynamic lighting (day night cycles) ? Example at night these ambient lights would still shine while the source is not even there anymore. In unity 5, honestly i at least had light bounce from source just fine. While other things are nicer in unreal when it comes to visuals, lighting seems to not be a cup of tea for my particular project in this case, as @Daedalus51 said. I guess i could control these illusion light elements through a script based on what time of day it is, but wouldn’t that be too much of a hassle and/or performance heavy?
Other than that I have to say i’m kind of disappointed with unreal’s lighting… No proper light bounce at all… Like look at this:
Moveable directional light + station skylight
So I don’t know what to do at this point.
@Daedalus51 I’ll check out what LPV is, thanks.