Lumen GI lighting a cave with bounce light from the entrance
Lumen Global Illumination — indirect bounce light propagates through a cave from a single directional light source outside.

Light Types

LightShapeUse Case
Directional LightInfinite parallel raysSun, moon — one per scene.
Point LightOmnidirectional sphereBulbs, campfires, lanterns.
Spot LightConeFlashlights, stage spots, car headlights.
Rect LightRectangleWindows, studio panels, TV screens.
Sky LightCaptures scene horizonAmbient fill from the sky and distant environment.

Lumen Global Illumination

Lumen is UE5's fully dynamic GI and reflection system. It computes indirect bounce light in real time — no lightmap baking required. Interior spaces darken correctly, emissive surfaces cast colored light, and reflections update as the scene changes.

Lumen uses Software Ray Tracing (mesh distance fields) on all DX11+ hardware, and optionally Hardware Ray Tracing (RTX/RDNA2+) for higher-quality reflections and higher-accuracy GI.

ℹ️
Enabling Lumen

In Project Settings → Rendering, enable Dynamic Global Illumination: Lumen and Reflections: Lumen. Requires SM5 or higher.

Sky & Atmosphere

The Sky Atmosphere component simulates physically-based atmospheric scattering — Rayleigh and Mie — for realistic time-of-day skies. Pair it with a Volumetric Cloud component and an Exponential Height Fog for complete outdoor environments.

UE5 Sky Atmosphere sunset with volumetric clouds
Sky Atmosphere + Volumetric Clouds rendering a physically accurate sunset. Atmosphere color shifts from blue to orange as the sun angle decreases.

Light Mobility

MobilityGIShadowsCost
StaticBaked lightmapsBakedZero runtime cost
StationaryBaked indirect + dynamic directDistance Field shadowsLow
MovableLumen (fully dynamic)Ray-traced / VSMHighest

Shadow Techniques

  • Virtual Shadow Maps (VSM) — UE5's default. High-quality shadows at any scale. Works with Nanite geometry.
  • Ray-Traced Shadows — Hardware RT shadows. Most accurate, highest cost.
  • Distance Field Shadows — Fast soft shadows from mesh SDF. Good for Stationary lights.
  • Cascaded Shadow Maps (CSM) — Traditional technique for Directional lights in legacy projects.