As with all of your videos, you are amazing! TY for creating indepth tutorials for both easy and more difficult concepts in unreal! Thank you for being you!
Hey Matt great tutorial as always, lighting in games is really important. To have the room or whatever feel and look more realistic. I'm having a problem with building my lighting in UE 4.27. I keep getting an error about the "Lighting Stack" failing to start. Is there anyway you can point me the right direction to fixing this issue? Thanks for the great tutorials you've been doing, you're helping a lot of people with UE. I've been one of them since you started the channel. You're awesome Matt, cheers.
Great vid! I'm learning how to use UE5 for school and I'm doing work for mobile currently. It's an absolute shame that for mobile games, UE5 will only render 4 lights at a time in one level!!! The limitations for mobile are ridiculous!
Hi Matt, helpful tutorial as always! I've been having an issue for a while, where after I build my lighting, all the static lights just stop emitting any light, if I move the light's position they turn back on, but then of course the light needs to be rebuilt again, do you know what could be causing this? I'm using U4. Any help or suggestions would be greatly appreciated. Keep up the great content!
@@Phaulos Frustratingly, no. Still no resolution for this issue, I've tried testing on multiple projects, but the same result, so maybe its a bug, I have no idea. Google has been no help & I can't seem to get a reply from anyone who would know.
@@TheDreadedShredder Same, I thought it was just me, but seeing your comment made me hope someone would have the answer, thanks anyways hope you can find a solution.
@@Phaulos I've been messing around some more today, created an actor blueprint for a basic candle (Static mesh and point light components) Placed a few of them around my level, built the lighting and the lights within the candle blue print, remained on. Still not 100% percent sure, but it seems that lights within an actor blueprint stay on after building.....
@@TheDreadedShredder ARE YOU ACTIVE??? even I facing this every time do that the lights get turned off and when I trying to use emissive light it does not reflect ( UE5.3)
please please please help. im having issue with overall lighting, if i look toward a darker area the screen eventually goes pitchblack to where i cannot see anything. here at the begining of your video you go from outdoors being lit to indoors being immediately pitchblack, in my world the light continues through to light inside. is this due to lumens? and if so how do i turn off to the settings you have?
Very informative tutorial. Thanks. I have a good lighting but when I export to android, it gets really dark even when I really increased the intensity, it is still dark. What am I supposed to do
I built a lamp once in Blender for carrying around, I followed a tutorial, made it incorrectly yet still looks like a lamp, so a point light, or spotlight, not sure what would work for better lighting?
hey there just with out lumen its to bright in buildings any tu8torials how to ligting dynamic ligting with day night NO Lumen but movable light in open world game
Lol. Im from UE1 and was wondering what that X on the light was, and the "Preview" text on the textures. Thanks. But these lighting methods are primitive (variation of lights from UE1 tech - that show dark corners in rooms = bad lighting I instantly recognize as old). Isn't there a light volume yet in UE4.27?
Can someone explain something to me please? If I go ahead and make a game in Unreal engine or any other engine for that matter working on the blockout and the logic. Next I work on the assets, be it importing them or making them myself. Then I work on texturing everything. Then I move on to the lighting of my levels, interiors or any other light sources. Where does shader programming fit into this production pipeline? Is this more of a need with custom engines and Unreal/Unity takes care of it in a sense for me. If everything I have written here doesn’t make sense, could someone just explain where in the development process shaders have to implemented? Thanks in advance :)
As far as I know you don't need to worry about shader programming unless you want to make your own custom shaders. Unreal probably already has all the shaders you need built in.
Nice Explanation Matt, i just wonder how to optimize my scene with around 10 point light near each other? Because suddenly my fps dropping ~20 fps. Any suggestion really appreciate it. Thank you! NB : - All light is Movable and collide a little with each other - Using Lumen - Ray Tracing On/Off not Affecting too much - DLSS 2.0 only bring ~10 fps more. (Edit : My Ceiling Lamp using Point Light, Is it better if i use Rect Light?)
Hello, did you find a good way to upgrade it in the end? I believe changing all "Movable" to "Stationnary" could greatly help as Movable is the most expensive in ressources, iirc.
@@jessierocket8227 Yeah it help a lot, but in my case i need the light to give nice shadow while still using Lumen and keep fps decent. So i did some change like: - reduce number of mesh with point lights. - increase indirect lightning value. - reduce attenuation radius. Importantly, i edit the level to make it looks similar but still keep reasonable performance.
@@hendra_winata13 Thank you a lot for your quick answer, I'll try to apply your advice to my own scenes. I currently am learning to level design with Unreal by myself and I must admit the whole lighting part is not very intuitive to get a good renders despite of all existing tutorials.
I love the uplighting trick without shadows. Very clever!
As with all of your videos, you are amazing! TY for creating indepth tutorials for both easy and more difficult concepts in unreal! Thank you for being you!
simple and tight. Thanks!
tight and light
Thanks for the professional lead through
Thank You soo much. I personaly love Rect Light
That's exactly the info that I was looking for. Thanks so much.
You forgot the latest light, a emissive material !
This is insanely useful.
Hey Matt great tutorial as always, lighting in games is really important. To have the room or whatever feel and look more realistic.
I'm having a problem with building my lighting in UE 4.27. I keep getting an error about the "Lighting Stack" failing to start. Is there anyway you can point me the right direction to fixing this issue?
Thanks for the great tutorials you've been doing, you're helping a lot of people with UE. I've been one of them since you started the channel. You're awesome Matt, cheers.
Great vid! I'm learning how to use UE5 for school and I'm doing work for mobile currently. It's an absolute shame that for mobile games, UE5 will only render 4 lights at a time in one level!!! The limitations for mobile are ridiculous!
True, but we can try static lights and bake them. But there are lot of restrictions with materials and textures.
Would love to see a tutorial on how to use reflection captures.
Hey! Why can't i make my room pitch black? There always seems to be a light even when i turn off the skylight
Thanks
for some reason I cant make dark room it is light in fully blocked room. any idea how to fix it?
Hi Matt, helpful tutorial as always! I've been having an issue for a while, where after I build my lighting, all the static lights just stop emitting any light, if I move the light's position they turn back on, but then of course the light needs to be rebuilt again, do you know what could be causing this? I'm using U4. Any help or suggestions would be greatly appreciated. Keep up the great content!
Did you ever figure this out? still having issues with this too was hoping someone would answer
@@Phaulos Frustratingly, no. Still no resolution for this issue, I've tried testing on multiple projects, but the same result, so maybe its a bug, I have no idea. Google has been no help & I can't seem to get a reply from anyone who would know.
@@TheDreadedShredder Same, I thought it was just me, but seeing your comment made me hope someone would have the answer, thanks anyways hope you can find a solution.
@@Phaulos I've been messing around some more today, created an actor blueprint for a basic candle (Static mesh and point light components) Placed a few of them around my level, built the lighting and the lights within the candle blue print, remained on. Still not 100% percent sure, but it seems that lights within an actor blueprint stay on after building.....
@@TheDreadedShredder ARE YOU ACTIVE??? even I facing this every time do that the lights get turned off and when I trying to use emissive light it does not reflect ( UE5.3)
please please please help. im having issue with overall lighting, if i look toward a darker area the screen eventually goes pitchblack to where i cannot see anything. here at the begining of your video you go from outdoors being lit to indoors being immediately pitchblack, in my world the light continues through to light inside. is this due to lumens? and if so how do i turn off to the settings you have?
Very informative tutorial. Thanks. I have a good lighting but when I export to android, it gets really dark even when I really increased the intensity, it is still dark. What am I supposed to do
I built a lamp once in Blender for carrying around, I followed a tutorial, made it incorrectly yet still looks like a lamp, so a point light, or spotlight, not sure what would work for better lighting?
Matt, when using point light and setting shadows to Low, the point light starts to bleed through the walls. How to solve this?
hey there just with out lumen its to bright in buildings any tu8torials how to ligting dynamic ligting with day night NO Lumen but movable light in open world game
Lol. Im from UE1 and was wondering what that X on the light was, and the "Preview" text on the textures. Thanks.
But these lighting methods are primitive (variation of lights from UE1 tech - that show dark corners in rooms = bad lighting I instantly recognize as old). Isn't there a light volume yet in UE4.27?
after making a point light, when i look away. the light stops. how to fix pls help
Why do my shadows look so pixelated? It looks like Shadow Acne??
How do you make untitled goose game that pulls, drags, and release an object?
Wich lighting engine are you using? Nice Video 😉
This is UE5, so I’m using Lumen
Can someone explain something to me please? If I go ahead and make a game in Unreal engine or any other engine for that matter working on the blockout and the logic. Next I work on the assets, be it importing them or making them myself. Then I work on texturing everything. Then I move on to the lighting of my levels, interiors or any other light sources. Where does shader programming fit into this production pipeline? Is this more of a need with custom engines and Unreal/Unity takes care of it in a sense for me. If everything I have written here doesn’t make sense, could someone just explain where in the development process shaders have to implemented? Thanks in advance :)
As far as I know you don't need to worry about shader programming unless you want to make your own custom shaders. Unreal probably already has all the shaders you need built in.
Nice Explanation Matt, i just wonder how to optimize my scene with around 10 point light near each other? Because suddenly my fps dropping ~20 fps. Any suggestion really appreciate it. Thank you!
NB :
- All light is Movable and collide a little with each other
- Using Lumen
- Ray Tracing On/Off not Affecting too much
- DLSS 2.0 only bring ~10 fps more.
(Edit : My Ceiling Lamp using Point Light, Is it better if i use Rect Light?)
Hello, did you find a good way to upgrade it in the end? I believe changing all "Movable" to "Stationnary" could greatly help as Movable is the most expensive in ressources, iirc.
@@jessierocket8227 Yeah it help a lot, but in my case i need the light to give nice shadow while still using Lumen and keep fps decent.
So i did some change like:
- reduce number of mesh with point lights.
- increase indirect lightning value.
- reduce attenuation radius.
Importantly, i edit the level to make it looks similar but still keep reasonable performance.
@@hendra_winata13 Thank you a lot for your quick answer, I'll try to apply your advice to my own scenes. I currently am learning to level design with Unreal by myself and I must admit the whole lighting part is not very intuitive to get a good renders despite of all existing tutorials.
@@jessierocket8227 No problem, there is so many things you can try and you will find which one to suit your needs. Keep it up !! 👍👍
Great tutorials, but please a bit slower and more clear sounding English :)