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Interior lighting

Found in the Interior Lighting category on BP_DynamicVolumetricSky. See Indoor occlusion for how the system decides when a player is “covered”.

SettingWhat it does
Auto Add OcclusionWhen on, the system spawns a BP_DVSOcclusionComponent on every player automatically, replicated for multiplayer. Recommended on.
Interior ThresholdHow “covered” the player has to be before the system swaps to interior lighting. Lower means a sharp pop between in/out; higher means a gradual fade.
Interior Sun Volumetric ScatteringGod-ray strength when indoors (light beams through windows). Requires Volumetric Fog.
Interior Sky Light Volumetric ScatteringAmbient scattering indoors. Requires Volumetric Fog.
Interior Exposure CompensationBrightens or darkens the camera response indoors. Negative is darker, positive is brighter. Useful to simulate eye adaptation.
Interior Height Fog Start DistanceOverride fog start distance indoors (typically 0 or very low for atmospheric interiors).
Interior Volumetric Fog Scattering DistributionOverride scattering pattern indoors.