Best thing you can do is using the Perspective Camera and adjust Field of Video to make it look like ortho. Other than that, it will be a pointless fight to wait for them to update ortho lighting, if they ever gonna.
Has there been any update to the lighting since then?. I’ve come across the same issue and am looking for a fix or work around.
I tried the perspective camera with a 0.1 degree. The spring arm has to be pushed so far away to get close (not exact) to a similar look and it still has lighting issue due to the distance to the light. Mostly point lights
Three years later, this is still a problem. The top is the camera in perspective mode, the bottom is orthographic.The skylights have shifted a little between pictures, but it’s obvious we’re not getting the same lighting effects between camera types.
If the orthographic camera itself is hard to fix, maybe some middle ground workaround would be good enough for most projects?
Setting the perspective camera’s angle really narrow and pulling it WAAAAY back to try getting around the issue seems to create lighting problems. Maybe if there was an option to manually set “virtual / fake” distance & angle values to the camera to override and be used in lighting calculations, it could help?
I ran into this problem a few minutes ago in UE5 Early Access 2, and a quick search brought me here. I was surprised to see it has been an issue for years now. Was pretty sure that it was a bug due to UE5 being early release and all.
What kind of lighting problems did you encounter? At least in UE4, i didn´t had any problems so far, and my camera sits about 6500 units away from the “2d” scene (does that count as far? ) But it´s still noticeable at the sides, that it is not real 2d.
Ok, for UE4 and Lumen, this might cause some problems.