Lighting large interior spaces in Unreal Engine 5

I’m having an issue with lighting my interior spaces in Unreal Engine 5 when rooms are over a certain distance, here’s an example;

I’m using Lumen as default - all the lighting shown in the screenshots is moveable to the best of my knowledge

I’ve thrown everything I can think of at it to add more light - adding windows, skylights, chandeliers, and torches on the walls but it’s still pitch black at the end of the room - if I switch the view to ‘unlit’ then it’s better as at least I can see the end of the room

If the player get just a little bit closer it looks like this and resolves the issue as I can now see the end of the room

I think at the set distance, the lights are basically not rendered

I’d love to hear how the community would resolve this - be it better level design, some post process effect, can I set a minimum light level that isn’t pitch black … any ideas / thoughts / feed back welcome!

Are you using light actors (point/spot/rect) lights, and if so, are they being distance culled? (Max Draw Distance setting in the actor/component details)

Lumen’s screen traces should be taking care of the bounce light but you don’t have any direct lighting at all in the distance and its hard to tell how you’ve lit this scene as the lighting is extremely uniform.

You can add some global skylighting by increasing the “Skylight Leaking” value in the post process volume