Day Sequence Device Fog and other options broken visually

Thank you for your diligent response! I appreciate you.

I’ve encountered challenges with the day sequence device because I require using a directional light not only for my height fog but also to provide sufficient brightness to illuminate my landscape in combo with DaySeqDevice.
I’m trying to balance the presence of clouds in the scene with skylight settings to avoid an overly dark landscape using the DaySeqDevice.

I’ve spent 10 months experimenting with different combinations of utilizing the lighting scalability manager, lumen exposure manager, directional light, and day sequence device.
On PC and consoles with Medium ESS and medium quality, I’ve had to choose between a dark landscape, super dark caves, and having directional light rays through fog. On low scalability settings, there’s intentionally no fog or sun rays for draw count purposes, bright outside but too bright also in the caves like sunlight beaming onto the walls, while on Medium scalability settings, there is fog and sunrays in the scene, and caves are darker and in caves and dark outside with the lumen exposure manager. Adjusting lumen exposure manager “non lumen” and “lumen” leads to either dark outside areas or overly bright caves inside, but then on med or high, its too dark or bright combatting the “non-lumen”/“lumen” settings in lumen exposure manager. The way it is setup now is Lumen Exposure linked to scalability manager on LOW detail mode. Then height fog / directional light Med - Epic Detail mode. I tried replacing daySeqDevice w/ skylight actor and sky atmosphere device but those were not functioning at correctly (Skylight, white light drag actor into scene, turns entire interior and exterior of all assets and landscape color red, and a few other things but this was roughly three months ago, and I have tried but had wierd issues with those specific actors). Day seq Device for skylight intensity to light landscape, clouds, and sunlight. Im not sure what to do about this setup. DaySeqDevice intermittently has problems loading on game start with the combo I have setup so you are correct that it should not be in combo with a directional light or any main scene lighting actor.

Unfortunately, the lighting scalability manager, directional lights, and other devices don’t work consistently across all platforms without day sequence device. Additionally the Mobile and Nintendo Switch result in either excessively bright exteriors and dark interiors or vice versa. I haven’t found a functional solution yet to the cross-compatible ligthing across all platforms without extreme differences in interior and exterior, while trying to mainain a constant light for interior and exterior, except for combining the day sequence device with the lumen exposure manager, scalability manager, post-processing volumes, directional lights, and height fog.

Thank you.

-Benjamin

High Detail Mode (SP5 PC and Xbox/Ps5)









High Detail ESS and Gamplay

Low Detail Mode ( On mobile android Vulkan)



LOW Detail ESS and Gamplay

I would like to include screenshots of my device details panels as well, but the previous update will not allow me to open UEFN projects atm due to a source control bug.