Without SVOGI, I fear UE4 may not be well suited for this, but I’m trying to come up with a good solution for a fully dynamic day/night cycle while maintaining darker interiors. Having interiors take on the same brightness level as the global environmental light level is not desirable (a big shortcoming of CryEngine 3). A perfect example of what I’m trying to achieve is what you would see in the S.TA.L.K.E.R. series. My criteria would be:
-Movable directional light that casts dynamic shadows.
-Pitch black nights.
-Interiors that are appropriately dark.
The ideal solution would be to bake all of the interior lighting with a static skylight, and adjust the lightmap brightness/tint at runtime, but I doubt that is possible. Any input would be appreciated.