Indoor occlusion
Volumetric clouds and fog drawn through ceilings break interior shots. DVS handles this automatically with an occlusion component that fans rays from the player camera and detects when the player is “covered” (indoors, in a cave, under cover).
When the player is covered, the system swaps to a tuned interior lighting pass: dimmer scattering, optional exposure compensation, separate volumetric scattering settings for sun shafts through windows, and so on.
How it works
Section titled “How it works”BP_DVSOcclusionComponent lives on the player. By default the system spawns one on every player automatically (Auto Add Occlusion = true), replicated for multiplayer.
The component fans rays from the camera outward. The proportion of rays that hit geometry tells the system how “covered” the player is. The Interior Threshold setting controls how covered the player has to be before the system swaps lighting:
- Low threshold: sharp pop between outdoor and indoor lighting.
- High threshold: gradual fade as the player moves under cover.
Per-environment overrides
Section titled “Per-environment overrides”Once the player is “covered”, a separate set of settings applies:
Interior Sun Volumetric Scattering(god-rays through windows)Interior Sky Light Volumetric Scattering(ambient scatter indoors)Interior Exposure Compensation(eye adaptation simulation)Interior Height Fog Start DistanceInterior Volumetric Fog Scattering Distribution
You author the indoor look the same way you author the outdoor look, just on a different set of fields.
Manual placement
Section titled “Manual placement”If you do not want the auto-spawn (you are using a custom pawn architecture, or you want occlusion only on a specific actor), turn off Auto Add Occlusion and add BP_DVSOcclusionComponent manually to whatever pawn you want it on.
Where to next
Section titled “Where to next”- Interior lighting reference: every Interior Lighting category setting
- Performance tuning: occlusion can be disabled if your game has no indoor spaces