To anyone reading this: sometimes it’s better to just start a new level.
I picked up a new HDRi, a new scene, and things just clicked.
UE4’s lighting is almost realistic by default, but you need a few changes to get these results:
The bed and the nightstand are both movable.
The first thing you’re gonna do is start a new level. Trust me, this can (somehow) change things for good.
Then, you will change these settings in ‘World Settings’ → ‘Lightmass’: https://i.imgur.com/1zHIulo.png
It is vital to change the Volumetric Lightmap Detail Cell Size to around 25 otherwise your movable objects will get super bright.
Now on to the SkyLight: https://i.imgur.com/o4XCBQL.png
First, pick and HDRi that DOES NOT have a visible sun on it. Like the one I’m using: https://hdrihaven.com/hdri/?h=autumn_hockey
Why no sun? Because if one exists on the HDRi then UE4 will NOT cast a nice sun like how Blender does and you’ll have half of your scene in the dark and half super lit. This is why you have a Directional Light to work with.
Do NOT blow it’s intensity too much. If you have to, you’re doing something wrong. Remember, even if the scene is too dark we can adjust the exposure later - this is what your eyes do, when you’re inside it opens your “eye-hole” so that more light enters, and the reverse for when you’re outside.
Now, for the PP filter: https://i.imgur.com/HcpAeTd.png
You can work with the Minimum and Maximum Brightness values depending on the scene you have.
This is all the actors I had on the scene, initially. https://i.imgur.com/DsP6aU9.png
The really important ones are:
- Lightmass Portal covering every opening;
- Lightmass Importance Volume covering all your meshes
- Post Process Filter set to Unbound
(This after creating the new level and removing ONLY the default floor).
Hope this helps someone!