When I’m trying to increase emissive multiplier the light becomes more bright but just for camera and it doesn’t affect on floor or flower. I’m using lumen and I don’t use emissive for static lighting because I disable static lighting in engine and working only with dynamic light.
Here’s my material:
You can enable/disable Lumen per map using a Post Process Volume. Enabling it in the Project Settings enables it on all Maps.
The settings are greyed out, which means it’s not enabled. Was this project upgraded from UE4 to UE5?
Are you using Forward Shading? If so you need to disable it to enable the Lumen Settings.
And Generate Mesh Distance Fields should be enabled too in Project Settings → Rendering
Check out the Platform support section on the below page to see if your system/project meets all the requirements.
Lumen Platform Support
Lumen Platform Support
Lumen does not support previous-generation consoles, such as PlayStation 4 and Xbox One.
Lumen is developed for next-generation consoles (PlayStation 5 and Xbox Series S / X) and high-end PCs. Lumen has two ray tracing modes, each with different requirements.
Software Ray Tracing Requirements:
Video cards using DirectX 11 with support for Shader Model 5 (SM5)
Requires an NVIDIA GeForce GTX-1070 or higher card.
Hardware Ray Tracing Requirements:
Windows 10 with DirectX 12
Video cards must be NVIDIA RTX-2000 series or higher, or AMD RX-6000 series or higher.
Lumen does not support mobile platforms. There are no plans to develop a dynamic global illumination system for the mobile renderer. Games using dynamic lighting need to use unshadowed Sky Light on mobile.
Lumen does not currently support Virtual Reality (VR) systems. While VR can be supported, the high frame rates and resolutions required by VR make dynamic global illumination a poor fit.
The only thing I could find was this twitter post about lumen working in VR, but not using Forward Shading, just comparing the performance to Forward Shading.