Normal - UEFN Lumen - Casting of light in areas of shadow (interiors)

After enabling lumen in a project, I noticed that areas that normally would have shadows have light instead (default TODM lumen settings and placed an environmental light rig). This DOES NOT happen without the environmental light rig, so my guess is that something in it causes it, I just don’t know what





Hey! Do you have both TODM active and Environment Light Rig in your scene? Environment light rig is not intended to be used with TODM and is only meant to assist lighting setup when TODM is disabled.

1 Like

I did realize that after a while, but good to know that’s how its intended. I ve managed to make it work with TODM enabled too in another map, so its not the end of the world if TODM is not disabled. I ll test to see if that’s what caused this issue. Thanks for the heads up

Yeah, no problem. To be clear, you should never use the environment light rig AND TODM in the same scene. They both contain all of the same components (directional light, sky atmosphere, sky light, fog, etc). The engine only supports one of many of these components in the scene. If you are looking to modify the look of the TODM, you should try the Day Sequence Device.

Main reason I did, was the Day Sequence device does not allow full customisation and since skydome gets disabled, we cant tweak ambient shadows and have full lumen control with it.

Disabling the TODM removes the skybox for me, and env light rig does not bring it back. Not sure if I am doing something wrong, but I noticed that I cant change the skybox using it.

Ambient shadows can be modified with the day sequence device using the ‘Skylight Intensity’ parameter.

That’s strange about the sky. You should be getting a sky with the ‘sky atmosphere’ component in the environment light rig. Can you check that you don’t have a sky sphere blocking it or check the ‘visible’ parameter on the skyatmosphere component to make sure it’s on. Your scene looks very flat, definitely something not right.

it is visible and nothing is blocking it. The only thing I have in the level is an Environment Light Rig, nothing else (no skydomes, no sky spheres, no level light actors, no day sequence device, I only have PP volumes but going outside them still gives the same result).

Very strange. I created a new map from the tilted towers map template, disabled TODM, and dropped in an env. light rig with no modifications and this is what I get.

Oh, I bet you your show flags are modified which can cause a lot of issues. Can you go to the show menu and reset them to default. You probably have ‘atmosphere’ off

I havent touched those, and it also affects the game btw (used to do that last update too)

If I do delete the env light rig and place a new one, I also get blue sky again. But that still prevents me from changing the skybox (unless you cant do that with it).

EDIT: I added a large sphere and turned it into a custom skybox. Not sure if there is a better way, that seemed to be it. I also disabled the sphere’s effect to dynamic lighting so the area doesn’t become blue-tinted. That seemed to have fixed all my issues.

Yeah, since UEFN has access to the material editor and custom mesh import we currently don’t supply sky domes / sky materials beyond what is available in the TODM. You’ll want to have cast shadows off on your sky sphere and will want ‘Sky’ turned on in the material as well as 2 sided if its a standard sphere

1 Like

And yes, a skybox is just a static mesh. Using a sphere is fine