How to Build Lighting for Objects in Unreal Engine 4

This guide walks you through building professional lighting for objects in Unreal Engine 4, covering static, stationary, and dynamic methods. You’ll learn best practices for realism, performance, and troubleshooting common issues.

Key Takeaways

  • Understand lighting types: Choose between static, stationary, and dynamic lighting based on object movement and performance needs.
  • Use Lightmass settings: Adjust Lightmass Importance Volume and quality settings for realistic baked lighting.
  • Optimize with Lightmap Density: Ensure even lightmap resolution to avoid artifacts and improve visual quality.
  • Leverage IES profiles: Add realism with real-world light distribution using IES texture files.
  • Combine with post-processing: Enhance lighting with bloom, ambient occlusion, and color grading.
  • Troubleshoot common issues: Fix light leaks, dark spots, and performance drops with proven techniques.
  • Test in different conditions: Validate lighting under various times of day and environments.

Introduction: Why Lighting Matters in Unreal Engine 4

Lighting is one of the most powerful tools in Unreal Engine 4 (UE4) for creating immersive, believable environments. Whether you’re building a cinematic scene, a game level, or a product visualization, how you light your objects can make or break the realism and mood of your project. In 2026, with advancements in real-time rendering and ray tracing, lighting has become more accessible and impactful than ever—even for indie developers and small studios.

In this guide, you’ll learn how to build lighting for objects in Unreal Engine 4 from the ground up. We’ll cover everything from choosing the right lighting type to optimizing performance and troubleshooting common problems. By the end, you’ll be able to create stunning, professional-quality lighting that enhances your objects and elevates your entire scene.

This guide is designed for beginners and intermediate users. You don’t need to be a lighting expert—just have Unreal Engine 4 installed (version 4.27 or later is recommended) and a basic understanding of the editor interface. Let’s get started!

Step 1: Understanding Lighting Types in Unreal Engine 4

How to Build Lighting for Objects in Unreal Engine 4

Visual guide about How to Build Lighting for Objects in Unreal Engine 4

Image source: i.stack.imgur.com

Before you place your first light, it’s important to understand the three main lighting types in UE4: static, stationary, and dynamic. Each has its own strengths, limitations, and use cases.

Static Lighting

Static lighting is precomputed and baked into lightmaps. It’s the most performance-efficient option because the lighting calculations are done offline during the build process. This makes it ideal for environments that don’t change, such as architectural visualizations or static game levels.

Best for: Non-moving objects, environments with fixed lighting, and scenes where performance is critical.

Pros: High visual quality, low runtime cost, supports global illumination.

Cons: Cannot change at runtime, requires lightmap UVs, longer build times.

Stationary Lighting

Stationary lighting is a hybrid. The direct lighting is baked like static lights, but indirect lighting and shadows can be updated at runtime. This allows for some dynamic changes, like turning a light on or off, without recalculating the entire scene.

Best for: Objects that need some interactivity, like a lamp that can be switched on/off, or scenes with minor lighting changes.

Pros: Better performance than dynamic lights, supports limited runtime changes.

Cons: Still requires lightmap UVs, indirect lighting updates can be costly if overused.

Dynamic Lighting

Dynamic lighting is calculated in real time. It’s the most flexible option because lights can move, change color, intensity, or be toggled on the fly. However, it’s also the most performance-intensive.

Best for: Moving objects, interactive scenes, games with day/night cycles, or cinematic sequences with moving lights.

Pros: Full runtime control, no need for lightmap UVs.

Cons: High performance cost, no baked global illumination (unless using ray tracing).

Tip: Use a mix of lighting types. For example, use static lights for the environment and dynamic lights for moving characters or vehicles.

Step 2: Preparing Your Objects for Lighting

Before adding lights, make sure your objects are properly set up. Poorly prepared meshes can lead to lighting artifacts, performance issues, or unrealistic results.

Check Lightmap UVs

Lightmap UVs are essential for static and stationary lighting. They define how light information is mapped onto your object’s surface. Without proper lightmap UVs, you’ll see dark spots, light leaks, or blurry shadows.

How to check:

  1. Select your static mesh in the Content Browser.
  2. Double-click to open it in the Static Mesh Editor.
  3. Go to the UVs tab and look for UV Channel 1 (this is typically used for lightmaps).
  4. Ensure the UVs are non-overlapping, properly scaled, and fit within the 0–1 UV space.

Tip: If your mesh doesn’t have lightmap UVs, UE4 can auto-generate them. In the Static Mesh Editor, go to Build Settings and enable Generate Lightmap UVs. Set the Lightmap Resolution to at least 64 or 128 for most objects.

Set Mobility Correctly

Each object in your scene has a Mobility setting: Static, Stationary, or Movable.

  • Static: Object never moves. Use with static or stationary lights.
  • Stationary: Object can change transform (position, rotation, scale) at runtime but doesn’t move continuously. Use with stationary lights.
  • Movable: Object moves dynamically. Use with dynamic lights.

Example: A bookshelf should be Static. A door that opens and closes should be Stationary. A character should be Movable.

Optimize Geometry

Complex geometry can increase lightmap resolution needs and slow down lighting builds. Simplify meshes where possible, especially for small or distant objects.

Tip: Use LODs (Level of Detail) to reduce polygon count at a distance. This helps maintain performance without sacrificing visual quality up close.

Step 3: Placing and Configuring Lights

Now that your objects are ready, it’s time to add lights. UE4 offers several light types: Directional Light, Point Light, Spot Light, and Rect Light. Each serves a different purpose.

Directional Light

Simulates sunlight or moonlight. It emits parallel rays across the entire scene.

How to use:

  1. Go to Place Actors > Light > Directional Light.
  2. Drag it into your scene.
  3. Rotate it to control the sun’s angle (e.g., 45 degrees for midday, lower for sunset).
  4. Set Intensity (e.g., 5–10 for daylight).
  5. Enable Atmosphere Sun Light if using the Sky Atmosphere system for realistic sky lighting.

Tip: Use the Time of Day blueprint or timeline to animate the sun for dynamic day/night cycles.

Point Light

Emits light in all directions from a single point. Great for lamps, bulbs, or ambient fill lighting.

How to use:

  1. Place a Point Light near your object.
  2. Adjust Intensity (start with 500–1000 lumens for indoor lights).
  3. Set Attenuation Radius to control how far the light reaches.
  4. Use Source Radius to soften shadows (larger radius = softer shadows).

Example: A table lamp might use a Point Light with 800 intensity, 200 attenuation radius, and 10 source radius.

Spot Light

Emits light in a cone shape. Ideal for flashlights, stage lights, or focused illumination.

How to use:

  1. Place a Spot Light and aim it at your object.
  2. Adjust Inner Cone Angle and Outer Cone Angle to control the beam spread.
  3. Set Intensity and Attenuation Radius as needed.

Tip: Use a narrow cone (e.g., 15° inner, 30° outer) for a focused beam, or wider for ambient lighting.

Rect Light

Emits light from a rectangular area. Perfect for fluorescent panels, TV screens, or soft ambient lighting.

How to use:

  1. Place a Rect Light facing your object.
  2. Adjust Source Width and Source Height to match the light source size.
  3. Set Intensity (e.g., 1000–5000 for bright panels).

Tip: Rect Lights produce very soft, realistic shadows. Use them for interior lighting where realism is key.

Step 4: Using Lightmass for Realistic Baked Lighting

Lightmass is UE4’s global illumination system. It calculates how light bounces around your scene to create realistic shadows, color bleeding, and ambient lighting.

Set Up Lightmass Importance Volume

This volume tells Lightmass where to focus its calculations. Without it, lighting quality may be poor or performance may suffer.

How to add:

  1. Go to Place Actors > Volumes > Lightmass Importance Volume.
  2. Scale it to cover your entire scene or the area you want high-quality lighting.
  3. Ensure it fully encloses your objects and lights.

Tip: Don’t make it too large—this increases build time. Just cover the playable or visible area.

Adjust Lightmass Settings

In the World Settings panel, find the Lightmass section. Key settings include:

  • Static Lighting Level Scale: Lower values (e.g., 0.5) increase quality but slow builds. Use 1.0 for most scenes.
  • Num Indirect Lighting Bounces: Controls how many times light bounces. Start with 4–6 for realism.
  • Indirect Lighting Quality: Higher values improve accuracy. Use 2–4 for final builds.
  • Indirect Lighting Smoothness: Blurs indirect lighting to reduce noise. Use 0.8–1.0.

Example: For a high-quality interior scene, use:

  • Static Lighting Level Scale: 0.8
  • Num Indirect Lighting Bounces: 6
  • Indirect Lighting Quality: 3
  • Indirect Lighting Smoothness: 0.9

Build Lighting

Once everything is set up, it’s time to build the lighting.

How to build:

  1. Go to Build > Build Lighting Only.
  2. Wait for the process to complete (this can take minutes to hours depending on scene complexity).
  3. Check the Lighting Results panel for errors or warnings.

Tip: Use Build All if you’ve also made geometry or material changes.

Step 5: Optimizing Lightmap Density

Lightmap density determines how much detail is captured in baked lighting. Too low, and you’ll see pixelation or artifacts. Too high, and you waste memory and increase build time.

Check Lightmap Density

UE4 provides a visual tool to check lightmap density.

How to use:

  1. Press Alt + 2 to enter Lightmap Density view mode.
  2. Green areas have good density (around 32–64 pixels per unit).
  3. Red areas are too dense (wasteful).
  4. Blue areas are too sparse (low quality).

Tip: Aim for mostly green. Adjust individual object lightmap resolutions in the Details panel under Lightmap Resolution.

Adjust Lightmap Resolution per Object

Not all objects need the same resolution. Small objects can use lower values; large or detailed objects need higher.

Example settings:

  • Small props (e.g., books, cups): 32–64
  • Furniture (e.g., chairs, tables): 64–128
  • Walls, floors: 128–256
  • Hero objects (e.g., main character, key item): 256–512

Tip: Use the Lightmap Density view to fine-tune each object individually.

Step 6: Enhancing Lighting with IES Profiles

IES (Illuminating Engineering Society) profiles are real-world light distribution maps. They make lights behave like actual fixtures, with realistic falloff and beam patterns.

How to Use IES Profiles

Step-by-step:

  1. Download IES files from sites like Photometric Viewer or manufacturer websites.
  2. In the Content Browser, right-click and select Import > IES Texture.
  3. Select your IES file.
  4. Assign the IES texture to a Point Light or Spot Light in the Light Source section.

Example: A streetlight IES profile will create a realistic spread of light on the ground, with hotspots and falloff that match real-world behavior.

Tip: IES profiles work best with stationary or dynamic lights. They don’t affect static lighting because the data is baked.

Step 7: Combining Lighting with Post-Processing

Lighting doesn’t end with lights and lightmaps. Post-processing enhances the final look and feel.

Add a Post Process Volume

How to add:

  1. Place a Post Process Volume in your scene.
  2. Check Unbound to affect the entire level.
  3. Adjust settings like Bloom, Ambient Occlusion, and Color Grading.

Recommended settings:

  • Bloom: Enable with Intensity 0.5–1.0 for soft glow around bright lights.
  • Screen Space Ambient Occlusion (SSAO): Enable for contact shadows in corners and crevices.
  • Color Grading: Use LUTs or adjust temperature/tint to match your mood (e.g., warm for sunset, cool for night).

Tip: Use the Film section to adjust Saturation, Contrast, and Gamma for cinematic looks.

Step 8: Troubleshooting Common Lighting Issues

Even with careful setup, you might run into problems. Here’s how to fix the most common ones.

Light Leaks

Symptoms: Light bleeding through walls or floors.

Causes: Gaps in geometry, missing Lightmass Importance Volume, or low lightmap resolution.

Fix:

  • Ensure all geometry is sealed (no gaps).
  • Expand the Lightmass Importance Volume to cover the leak.
  • Increase lightmap resolution on affected objects.

Dark or Black Spots

Symptoms: Areas that are too dark, especially in corners.

Causes: Insufficient light bounces, low lightmap resolution, or missing indirect lighting.

Fix:

  • Increase Num Indirect Lighting Bounces in Lightmass settings.
  • Add fill lights (e.g., soft Rect Lights) to illuminate dark areas.
  • Check that objects have proper lightmap UVs.

Performance Drops

Symptoms: Low FPS, stuttering, or long build times.

Causes: Too many dynamic lights, high lightmap resolution, or complex geometry.

Fix:

  • Replace dynamic lights with stationary or static where possible.
  • Reduce lightmap resolution on non-critical objects.
  • Use LODs and culling to reduce draw calls.

Flickering or Noise in Shadows

Symptoms: Shadows that flicker or look grainy.

Causes: Low lightmap resolution, high Lightmass settings, or moving objects with static lights.

Fix:

  • Increase lightmap resolution.
  • Lower Indirect Lighting Smoothness slightly.
  • Ensure moving objects use dynamic or stationary lighting.

Step 9: Testing and Validating Your Lighting

Once your lighting is built, test it thoroughly.

Test in Different Conditions

  • Change the time of day (if using Directional Light).
  • Toggle lights on/off (for stationary lights).
  • Move the camera around to check for artifacts.

Use Console Commands

Open the console (~ key) and try:

  • r.LightMapDensity 1 – Toggles lightmap density view.
  • r.ShadowQuality 3 – Adjusts shadow quality for testing.
  • r.DynamicLights 1 – Ensures dynamic lights are enabled.

Profile Performance

Use Stat Unit and Stat GPU to monitor frame time and GPU usage. Aim for consistent performance across devices.

Conclusion: Mastering Lighting in Unreal Engine 4

Building lighting for objects in Unreal Engine 4 is both an art and a science. By understanding the different lighting types, preparing your assets correctly, and using tools like Lightmass and IES profiles, you can create stunning, realistic scenes that captivate your audience.

Remember: great lighting isn’t just about brightness—it’s about mood, depth, and storytelling. Take the time to experiment, test, and refine. Whether you’re lighting a single product or an entire game world, the principles in this guide will help you achieve professional results.

In 2026, with real-time ray tracing and AI-assisted lighting tools on the rise, the future of lighting in UE4 is brighter than ever. But the fundamentals remain the same: plan, optimize, and iterate. Now go light up your world!