Hi, the second screenshot was from the Unity 3d engine, which was what I was more trying to emulate with Unreal. I don’t want a sun light, and want it naturally dark so that when I do add lights, it would illuminate the scene. That was the idea anyway.
I did not have a lightmass importance volume, but I added one with default settings sized to fit. I enabled the light (it was off in my original post, as I was trying to figure out where the light was coming from) so you can see its affect. I think something is decently wrong with my lighting setup, because if I move one of the cubes when I play the game it does not warn lighting needs to be rebuilt. I tried rebuilding anyway with no visible result.
Screenshots are a bit cut off, I tried to fit as much relevant fields as my screen would allow… and cropped.
Pointlight setting (only light): http://i.imgur.com/ZvsVFZf.png
Floor setting: http://i.imgur.com/pPuiCKI.png
Cube setting: http://i.imgur.com/g36TCZi.png
Floor material: http://i.imgur.com/N59MsUl.png
Cube material (basically same as floor, just no uv scaling): http://i.imgur.com/RjUgVPZ.png
I tried enabling/disabling mobile hdr but that had no visible effect. I’m only using static lights anyhow, which I don’t think requires mobile hdr.
Yes it is lit mode and I have tried rebuilding light. I think I mucked up a setting somewhere maybe…