I agree, it would be great to preview the Time of Day lighting! I build my environment solely in the editor Viewport, and I mostly just use Live Edit for testing mechanics. So it’s crucial for the lighting in my Viewport to accurately represent what the player will see in game. For this reason I use Skydomes and I never use TOD, even though TOD lighting often looks more natural and attractive. It’s inefficient for me to use inaccurate lighting in the editor and constantly check Live Edit to see what the lighting actually looks like for players.
On a related note about lighting discrepencies, when I use a Skydome to create lighting that I like in my Viewport, in Live Edit Medium and Low quality settings look drastically darker and bluer than High/Medium and Editor view. So players with different quality settings will see very different versions of my map. Does anyone else experience this? https://forums.unrealengine.com/t/major-extreme-differences-in-lighting-and-fog-depending-on-players-quality-settings/734365
Which users should I optimize my lighting for? Either I give High/Epic players a bright, washed-out map so that Medium/Low users get correct lighting, or I give Low/Medium players a darkened, blue map so that High/ Epic users get correct lighting. Or I shoot for a middle ground where no players experience lighting that looks like my Viewport.