Improved Lightdome use of HDR

Hi there,
I think it is critical to improve how Unreal uses HDR maps in SkyLight’s

Arch-Vis is becoming very propular in UE and currently the SkyLight only produces a low range approximation of the HDR applied. So much so that a strong sun in an HDR is completely ignored. SkyLight’s can’t produce directional shadows of any kind (even with a map specifically aiming for this) and using high resolution in the HDR is pointless as is using high bit depth images.

Is it possible to look into creating a SkyLight that uses the full range of the HDR image, and produces directional shadows from the high range of the image, as they are intended.

Even if it is very intensive and only possible to be used for static lighting, that would be VERY useful.

Thanks!

See this link/tutorial for the limits of HDR use in 4.11

Note: the sun in the HDR does very nothing to the light-bake. The same effect could be done with environment lighting in world settings. It’s basically tinted occlusion currently.

See attached image for the most directional lighting I could produce, using an extreme HDR.