UE4 Lighting Overview


 * Light types, point, spot, directional, sky
 * Avoid point lights, expensive
 * Bounce lighting
 * Light function
 * Light IES profiles
 * Volumetric particle system
 * Fully dynamic lighting
 * Light propagation volumes
 * Distance Field Shaodws
 * Light shafts
 * Contact shadows
 * Emissive materials
 * Modulate, Shadow map
 * Post process volume, infinite extent (unbound)
 * Bloom (convolution), convolution kernel
 * Screen dirt mask
 * Auto exposure, histogram
 * Lens flares, bokeh size
 * Depth of field, GaussianDOF
 * Ambient occlusion
 * Lightmaps

Settings used

 * Static, stationary, movable
 * Source radius, soft source radius, source length
 * Use temperature, affects world, cast shadows
 * Indirect lighting intensity
 * Roughness, shadow resolution scale, shadow bias, filter sharpen
 * cast translucent shadows, cast shadows from cinematic objects
 * dynamic indirect lighting
 * Static, dynamic shadows
 * Volumetric scattering intensity
 * ExponentialHeightFog
 * CastVolumetricShadow
 * SLS Captured Scene, SLS Specified Cubemap
 * Lower Hemisphere
 * Distance Field Indirect Shadow
 * Generate Mesh Distance Field
 * r.LightPropagationVolume
 * RayTraced DistanceField Shadows
 * Use Emissive For Static Lighting
 * Blend mode: modulate
 * Chormatic aberration
 * Vignette intensity
 * Lightmap density
 * Overridden light map res, light map resolution