I am wondering how one would light up a procedurally generated dungeon (or terrain with dynamically/randomly placed buildings) so that it’s not only lit with direct lighting, but also has decent ambient lighting.
I recall that in the past, before LPV, some engines used IBL (image based lighting; using blended cubemaps) for “dynamic” ambient lighting.
This is really fast and dynamic tehcnique. It works well if you have flat floor/terrain. It’s also really simple on math side. To make this work on UE4 you just need to use SceneCapture2D and CanvasRenderTarget with some blueprint code. When you have some sort of indirect light texture you just need to combine that with albedo and output to emissive channel.