While does ship with a custom “True Sky Light Component” that has a more custom set of exposed parameters, the sky light is still functionally the same as the standard UE4 sky light. And as far as the primary lighting goes, all does is manipulate the color (in very minor ways, as lights should never be even remotely saturated), intensity, and rotation of a stock UE4 directional light. I’m a little confused as to the perception that it’s not doing an adequate job of lighting – it’s just handling time of day calculations with stock UE4 lighting calculations.
And, like I said in an earlier post, I’ve used as a customer for over two years and I’m using it my current game and the lighting has been a pain to get where I want it to, but that has very little to do with and more to do with working with dynamic time of day, global illumination, light propagation volumes, etc. – all of which are general UE4-side features. And that’s not even to mention the role that bloom, tonemapping, and eye adaptation all do to a scene. There was a message I got recently that said " made their scene incredibly bright at night" – that’s not the result of , it’s the eye adaptation settings compensating for the lack of scene luminance. Ultra Dynamic Sky – which I’ve also used and think it actually has worse performance/quality (though it’s an easier drag-and-drop solution, to be sure) – can get away with because it doesn’t really alter the scene luminance in physically-accurate ways.
Anyway, for reference – while my game definitely does not go for traditional blue skies and puffy white clouds – are the results of in my game: standard gallery and high-resolution gallery. Dynamic lighting is a pain in the *** to get right in UE4 given the amount of variables all at work (and it’s not the fault of UE4 – all modern game engines, custom in-house or commercial, have the same issues to deal with); I recommend reading Hobson’s lighting troubleshooting guide.