Interior lighting
Found in the Interior Lighting category on BP_DynamicVolumetricSky. See Indoor occlusion for how the system decides when a player is “covered”.
| Setting | What it does |
|---|---|
| Auto Add Occlusion | When on, the system spawns a BP_DVSOcclusionComponent on every player automatically, replicated for multiplayer. Recommended on. |
| Interior Threshold | How “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 Scattering | God-ray strength when indoors (light beams through windows). Requires Volumetric Fog. |
| Interior Sky Light Volumetric Scattering | Ambient scattering indoors. Requires Volumetric Fog. |
| Interior Exposure Compensation | Brightens or darkens the camera response indoors. Negative is darker, positive is brighter. Useful to simulate eye adaptation. |
| Interior Height Fog Start Distance | Override fog start distance indoors (typically 0 or very low for atmospheric interiors). |
| Interior Volumetric Fog Scattering Distribution | Override scattering pattern indoors. |
Where to next
Section titled “Where to next”- Indoor occlusion: the conceptual explanation of how covered detection works
- Fog and atmosphere: the global Volumetric Fog toggle these settings depend on
- Performance tuning: occlusion can be disabled for outdoor-only games