I can’t wait to use UE 5.8, but unfortunately, our current show’s production is too far along to switch to the latest version of Unreal.
For UE 5.6, I found this list here:
MegaLights in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Therefore, this is too limited for our needs with version 5.6.1.
Limitations
General limitations:
MegaLights is incompatible with the Forward Renderer
Current limitations, which we want to improve:
There’s a legacy per light CPU overhead tracking primitive interactions, which aren’t needed for MegaLights
Directional Light isn’t supported.
Currently, MegaLights fallback to either Virtual Shadow Map or Ray Traced Shadows depending on the project settings
Subsurface scattering thickness estimation isn’t supported
Strand based hair isn’t supported
Translucency isn’t supported.
MegaLights falls back to unshadowed and slower Deferred Renderer lit translucency
Water, Clouds, Heterogenous Volumes and Local Volumetrics aren’t supported
Lumen handles lots of lights with reasonable performance, but it will be greatly improved when MegaLights is fully integrated with Lumen.
Software Ray Tracing path is under development and has limited shadow quality.
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