.26 brings th near cost-less real time skylight. For dynamic day/night exterior/interior transitions its a fix all
For looking outside from inside, not so much.
Right now I’m using a custom light portal.
my post process (unbound) adjusts based on if you look through the portal (looking at/though the portal toggles a MPC that makes the PP lerp).
This is “ok” but nowhere nere where PBR results are on other engines.
At the same time, a static scene just looks better forom ue4.
I too would be interested in better understanding this LPV way.
however, .26 also supports emissive lighting from materials by default - which you needed to enable LPV on before (and apparently toggle off all settings for lpv on all meshes that aren’t emissive).
my 2c for interior exterior.
Make an actor BP. Throw in an arrow.
add a box shape.
add overlap to the box shape (set collision, add event).
add a variable for skylight, expose it so you can pick it in level with the picker/tool selection.
In overlap start set up a check to flag if player is in.
Create a tick event, block it if player isn’t in, otherwise, DOT player forward vector vs arrow forward vector.
With that, you can adjust skylight intensity depending on output.
Remap DTO from. -1 to 1 to 0 to 1, and use that to drive the original skylight intensity up or down simply based on your characters facing direction inside of the box you are in.
Is it perfect? No. Is it better than eye adaptation settings? No. Does it render a little better? Hell yes…