32,39 €
Written by multi-award-winning Unreal generalist Tyson J. Butler-Boschma, Founder and Creative Director of Toybox Games Studios, this book addresses common challenges you face when advancing your expertise in lighting, environment design, and cinematic storytelling. The chapters help you move quickly from mastering core skills to exploring the most innovative Unreal Engine 5 features, such as Lumen, ray tracing, Nanite, and Chaos Physics, to craft professional-quality immersive scenes and experiences.
Packed with actionable insights and step-by-step workflows, this hands-on guide teaches you how to optimize performance without sacrificing visual fidelity, use Unreal’s built-in tools to create interactive environments, and implement cutting-edge techniques to enhance storytelling and interactivity. Each chapter features practical examples and troubleshooting tips to help you overcome real-world obstacles and bring your creative visions to life.
By the end of this book, you’ll be fully equipped to design visually stunning, high-performance projects in Unreal Engine 5.
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Unreal Engine 5 Best Practices
First Edition
The ultimate guide to advanced visual storytelling, design, lighting, and performance in UE5
Tyson Butler-Boschma
Unreal Engine 5 Best Practices
First Edition
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To my dear partner Ayla, my family, and my close friends, whose support, encouragement, and belief in me have fueled both my career and my passion for games. This book is as much yours as it is mine. Thank you for your endless love and support.
–Tyson Butler-Boschma
Every industry has those rare individuals who don’t just use tools, they find ways to build something with them, so unique, that others wonder: “How did they do that?”
Tyson is one of those creators.
I first met Tyson when he joined the Gameloft Brisbane studio, where I am happy to be the Studio Manager. From the very beginning, it was clear that Tyson was quickly going to bring our lighting, cinematics, cutscenes, and overall scene and immersive experiences to a whole new level. Tyson rapidly carved out a unique role within the studio. He brought with him a mix of deep technical mastery and great human qualities. His expertise in Unreal Engine, combined with his artistic sensibility, regularly left the entire team speechless. He delivered scenes that felt like magic: breathtaking environments, stunning lighting, powerful cutscenes, and Hollywood quality trailers that became “wow moments” we would remember and reference for months.
What makes Tyson truly unique is not only the quality of his output, but the way he creates it. He is always moving forward, learning, and creating opportunities for himself and others—even when none are obvious. He embodies collaboration, positivity, and fun. He lifts others up and makes people around him shine and grow.
With this book, I trust Tyson to make even more people shine, grow and take the path he once took. Tyson is sharing the knowledge and mindset that he has refined over years of practice. Not in a classroom, but on real productions, solving real challenges, and driving creative excellence forward. Within these pages, readers will find guidance on how to harness the most powerful features of Unreal Engine 5 to craft immersive experiences and striking visuals. Tyson introduces the tools, workflows, and ways of thinking that empower developers and artists to build worlds that feel alive, optimized, and full of wonder.
Tyson represents everything the video game industry needs more of. He is a new generation creative leader: visionary, highly skilled, deeply technical, and profoundly human. Anyone who gets the chance to learn from him, whether through a talk, a meeting, or through the pages of this book, is genuinely fortunate.
Manea Castet,
Head of Studio, Gameloft Brisbane
Tyson Butler-Boschma is a multi-award-winning game developer, cinematic director, and lighting artist with over 13 years of industry experience. He is a Senior Lighting and Cinematic Artist at Gameloft Brisbane and the Founder and Creative Director of Toybox Games Studios, currently developing Primordials Legends: Hollow Hero.
Previously, Tyson was a Lead Lighter and Unreal Generalist on Torque Drift 2, Battle Kitty (Netflix), and a Fortnite mini-series collaboration for Epic Games and Universal Studios called We Will Be Monsters. He has also created several award-winning projects, including the viral Superman Flight Experience, which amassed over 10 million views on YouTube alone, and over 100,000 players.
Tyson has an extensive educational background, having completed a “Masters in Animation, Games and Interactivity, a “Graduate Diploma in Creative Media,” a “Bachelor of Interactive Entertainment,” and a “Diploma in Information Technology.”
In recognition of his talent and dedication, Tyson has earned numerous accolades throughout his career. He was named a Develop Pacific 30 Under Thirty in 2019 and won the Unreal Engine Cinematic Summer competition in 2019.
His projects have also been widely recognized on both national and international stages. Primordials Legends: Hollow Hero (2023) was the winner of the PAX Australia People’s Choice Award and selected for the PAX Australia Indie Showcase and the Future Games Show. His earlier project, Primordials: Fireborn (2018–2019), was showcased at AVCON and became a finalist at the Australian Production Design Guild Awards.
In film and animation, Tyson’s work on Battle Kitty (2022) was nominated at the GLAAD Media Awards and won Silver at the AEAF Awards, while NBCUniversal: We Will Be Monsters (2022) was a Spirit Medal Finalist at AEAF. Earlier in his career, his game Heart of Zarar (2013) won Best Gameplay and was a finalist for the People’s Choice Award.
Across these achievements, Tyson’s passion for games, storytelling, and visual craft is evident. His body of work reflects both creative excellence and a commitment to pushing the Australian games industry forward.
I would like to extend my deepest gratitude to the people who have stood beside me throughout the development of this book and my career. To my family, close friends, and the mentors who have guided me, I am truly grateful for your encouragement and belief in me.
A special thank you goes to my team at Toybox Games Studios, whose passion and dedication continue to inspire me every day, as well as the many incredible teammates and collaborators I’ve had the privilege to work with across various studios, but especially my current studio Gameloft. Your creativity and support have shaped not only this book, but also the way I approach my craft.
I would also like to thank Epic Games for their developer-first mindset and for building Unreal Engine, a world-class game development platform that has not only become the backbone of my career but also the foundation of the lessons and insights shared in these pages.
Finally, a heartfelt thanks to the team at Packt for their phenomenal support, patience, and guidance throughout this process. Your collaboration has been invaluable in turning this vision into a reality.
Varun Kumar Gupta is a Technical Artist at Zitro, India, with a strong focus on procedural generation, rendering systems, and engine development. Holding a master’s degree in computer science (augmented & virtual reality) from Trinity College, Dublin, he combines his deep understanding of mathematics, computer graphics, and real-time rendering to create scalable and efficient content generation tools.
Previously at Technicolor Games, Varun contributed to projects for Rockstar, EA, and Ubisoft. Developing procedural workflows, automation tools, and optimizing art pipelines. His current work involves Godot engine development, where he explores the intricacies of shader programming, GPU-based computation, and procedural workflows. He’s passionate about pushing the boundaries of graphics programming and building intelligent systems that merge art with code.
He also served as a technical reviewer for Unreal Engine 5 Character Creation, Animation, and Cinematics (Packt Publishing, 2022) and continues to contribute to advancing real-time graphics and engine development.
I would like to thank my parents, my sister, my lovely girlfriend, and my friends for their unwavering support, encouragement, and invaluable feedback throughout my journey in developing games.
Cover
Index
Welcome to Unreal Engine 5 Best Practices! Game development is an art, a craft, and—sometimes—an uphill battle! This book is here to help you face that challenge with clarity and confidence. Unreal Engine 5 (UE5) is more than just a tool; it’s a revolutionary ecosystem that combines real-time rendering, next-gen lighting, advanced physics, cinematic storytelling, and world-class optimization workflows. Mastering all of this can feel overwhelming, but with the right approach, it becomes a playground for creativity.
This book is designed to be your guide through that playground. We’ll explore not just how to use UE5’s features, but why they matter, and how to turn them into design-driven workflows that elevate your projects. Think of it as a roadmap for bringing order to complexity, helping you create worlds that are not only technically sound but also artistically powerful.
Across these pages, we’ll journey step by step: from the fundamentals of lighting and atmosphere, through advanced interactivity and physics systems, into the craft of cinematic storytelling, and finally, into the critical realities of optimization and troubleshooting. Each part builds on the last, creating a full pipeline of skills that will serve you no matter what kind of game or cinematic or interactive project you’re building.
But this isn’t just a book of technical checklists and settings to copy. It’s much more about approaching Unreal Engine as a creative medium. You’ll learn to think like both an artist and a problem-solver, using UE5 not just to build worlds but to communicate ideas, moods, and stories through design itself.
Whether you’re an indie developer working solo, a student just starting your journey, or a member of a studio team tackling ambitious production goals, the workflows and principles here will give you the confidence to approach Unreal Engine with intent. By the time you finish, you’ll understand that it’s not just about knowing which buttons to press, but how to use UE5’s tools to bring your vision to life in ways that feel efficient, scalable, and unforgettable.
This book is written for game designers, developers, and artists who want to take their UE5 projects to the next level. Whether you’re an environment artist looking to master lighting, a technical designer streamlining workflows, or a developer aiming to optimize performance, you’ll find practical, actionable guidance here.
It’s best suited for readers who already have some familiarity with Unreal Engine—intermediate users and experienced generalists will gain the most—but the lessons are presented in a way that allows motivated newcomers to follow along and grow into advanced concepts.
The material covers a broad spectrum of disciplines: optimization, animation, lighting, cinematic design, environment creation, and interactivity. If you’re a technical artist seeking to refine pipelines, an indie developer pushing limited resources further, or an AAA veteran honing storytelling and visual fidelity, this book will help you sharpen your skills and work more effectively in UE5.
Above all, this book is for creators who see Unreal not just as a tool but as a creative medium. If you want to build worlds that run smoothly, look stunning, and tell powerful stories, then this is the book for you.
Chapter 1, Lighting with Lumen and Advanced Techniques, explores how to harness UE5’s dynamic lighting to create both realistic and stylized environments. You’ll learn how to set up Lumen for global illumination and reflections, and how to use lighting as a design tool to guide player focus and set the mood.
Chapter 2, Atmospheric Effects and Visual Storytelling, shows how fog, weather systems, and post-processing volumes can add depth and narrative power to your projects. This chapter covers practical setups alongside creative techniques for evoking emotion and reinforcing storytelling through atmosphere.
Chapter 3, Unreal’s Advanced Modeling Tools, introduces in-engine workflows for blocking, sculpting, and refining geometry without needing to switch to external software. You’ll discover how to prototype assets quickly, iterate efficiently, and leverage UE5’s modeling suite for both simple and complex forms.
Chapter 4, Designing Engaging Game Environments, dives into layout, flow, and player-focused design principles. It emphasizes how environment design affects navigation, exploration, and gameplay engagement, equipping you with tools to design spaces that feel intuitive and compelling.
Chapter 5, Integrating Chaos Physics for Dynamic Gameplay Mechanics, demonstrates how to bring worlds to life with physics-driven interactivity. From destructible objects to real-time simulations, you’ll see how Chaos can make environments feel dynamic, reactive, and fun to play in.
Chapter 6, Responsive and Adaptive Worlds, explores how to create systems that react dynamically to players and game states. You’ll learn about procedural generation, adaptive events, and real-time environmental changes that make worlds feel alive and self-sustaining.
Chapter 7, Designing High-Quality Cinematic Sequences, teaches you how to use Sequencer to craft film-quality cutscenes, camera work, and visual storytelling moments. The focus is on building cinematic polish while keeping workflows efficient for iteration and collaboration.
Chapter 8, Environment as Narrative and Storytelling, highlights how spaces themselves can communicate story and mood. You’ll see how props, lighting, and level design act as narrative devices, enabling players to experience the story through exploration rather than exposition.
Chapter 9, Adaptive Cutscenes and Interactive Paths, looks at branching, which refers to reactive narratives that keep players engaged. You’ll explore how to design cutscenes that adapt to player decisions and how to blend cinematic storytelling seamlessly into gameplay.
Chapter 10, Profiling and Performance Techniques, covers how to measure and diagnose performance bottlenecks. You’ll get hands-on with profiling tools, learning how to track down common issues and keep projects running smoothly during development.
Chapter 11, Advanced Optimization for Real-Time Rendering, digs into the best practices for balancing visual fidelity with efficiency. It explores rendering techniques, asset strategies, and engine settings that allow you to deliver beautiful results without sacrificing performance.
Chapter 12, Asset Management Best Practices, explains how to organize, track, and maintain clean, scalable projects. From naming conventions to version control and redirector cleanup, this chapter shows how proper asset management saves time and prevents headaches.
Chapter 13, Troubleshooting Common Development Challenges, gives you strategies to solve crashes, bugs, and roadblocks effectively. You’ll learn systematic approaches for isolating problems, using UE5’s built-in debugging tools, and developing habits that make troubleshooting less daunting.
This book is based on Unreal Engine 5.4 and its associated toolset at the time of writing. Epic Games updates the engine frequently, and while the principles in this book will remain relevant, some features may evolve. Always refer to Epic’s official documentation for the latest updates on cutting-edge features.
This book makes reference to and includes images of, third-party assets sourced from the Unreal Engine Marketplace, Quixel Megascans, Fab.com, and similar digital asset platforms. All such assets have been legally acquired and used in accordance with their respective license agreements, including the Unreal Engine Marketplace End User License Agreement and the Fab Standard License. These assets have been incorporated into original projects and demonstrations within Unreal Engine 5 solely for educational and illustrative purposes as part of this work.
All copyrights and intellectual property rights for these assets remain with their respective owners. The inclusion of these assets or images is not intended to imply ownership, endorsement, or sponsorship by the original creators or licensors.
Where applicable, credits have been provided alongside each image.
We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://packt.link/gbp/9781836205654.
This book contains long screenshots captured to provide you with an overview of the entire UE interface. As a result, the text on these images may appear small at 100% zoom. We recommend referring to the graphics bundle for the ease of understanding.
There are a number of text conventions used throughout this book.
CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter/X handles. For example: “Use r.Lumen.Reflections.Enable 0 or GI toggles to test trade-offs in bounce cost versus quality.”
Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Disable Cast Shadows on non-essential objects and lights (e.g., bottles, debris, decals, or candles).”
Warnings or important notes appear like this.
Tips and tricks appear like this.
Feedback from our readers is always welcome.
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In this first part of the book, we’ll explore the foundational elements that bring a game world to life visually. From the technical power of Lumen to the artistry of atmospheric effects, you’ll learn how to use light, fog, and advanced modeling tools not just as visual polish, but also as core design principles. By mastering these techniques, you’ll be able to shape environments that are immersive, believable, and emotionally resonant.
This part of the book includes the following chapters:
Anchor 3, Lighting with Lumen and Advanced TechniquesAnchor 2, Atmospheric Effects and Visual StorytellingAnchor 3, Unreal’s Advanced Modeling ToolsUnreal Engine 5 offers unprecedented tools and workflows for crafting immersive games, stunning cinematic sequences, and detailed interactive environments. This book is your ultimate guide to UE5’s advanced features and integrating them into your projects. From cutting-edge lighting techniques to optimization strategies, each chapter equips you with the practical knowledge and skills needed to elevate your creations to professional standards. Whether you’re designing engaging gameplay environments, crafting interactive narratives, or achieving high visual fidelity without performance compromises, my hope is to ensure that you’re ready to tackle the real-world challenges of game development, filmmaking, and virtual production to create unforgettable experiences.
Lighting is one of the most critical components in game development, cinematic storytelling, and virtual production, as it directly impacts atmosphere, realism, and player immersion. During my time as an artist, lighting has been single-handedly responsible for making or breaking a scene. I have seen poor assets elevated by good lighting, and excellent assets decimated by bad lighting. In this chapter, you’ll dive into the power of Lumen, Unreal Engine 5’s global illumination system, and explore advanced lighting techniques that elevate your scenes to the next level.
By the end of this chapter, you will have a strong grasp of Lumen’s capabilities and practical insights into how to use it for dynamic, real-time lighting. You’ll also gain valuable techniques for balancing visual fidelity with performance and combining Lumen with other advanced tools, such as volumetrics and emissive lighting, to create truly captivating environments.
Understanding and mastering these techniques will lay a strong foundation for the chapters to come, as lighting plays an integral role in environment design, cinematic storytelling, and overall project quality.
In this chapter, you will learn:
How to set up and optimize Lumen in your Unreal Engine projectsTechniques for achieving realistic indoor and outdoor lightingAdvanced workflows for integrating volumetric effects, shadows, and emissive lightingCombining Lumen with advanced lighting techniquesTips for optimizing lighting to balance quality and performanceCase studies: Lumen in actionTroubleshooting Lumen issuesYour purchase includes a free PDF copy of this book along with other exclusive benefits. Check the Free Benefits with Your Book section in the Preface to unlock them instantly and maximize your learning experience.
To follow along with this chapter, ensure that you have:
Unreal Engine 5.4 or later installed on your systemA PC capable of running Unreal Engine 5 with a recommended GPU supporting hardware ray tracingBasic knowledge of Unreal Engine’s user interface and lighting toolsOptional: A project with pre-built assets for testing and practice (or start with Unreal’s sample projects)Important note
This book uses several different Fab marketplace assets to show examples. While not required, it is recommended to have pre-built scenes of your choice to follow along or have one you have built yourself previously.
Lumen is Unreal Engine 5’s state-of-the-art solution for dynamic global illumination (GI). Unlike traditional baked lighting techniques that require precalculations and often require significant time investments and computer power for baking, and lack adaptability, Lumen provides real-time feedback and dynamically calculates how light interacts with surfaces and environments. This makes it a revolutionary tool for artists and developers who need immediate visual accuracy without sacrificing creative flexibility.
Lumen achieves this realism by simulating the complex interplay of light rays as they bounce, scatter, and diffuse across surfaces. This technique brings lifelike realism to environments, where changes in lighting conditions, such as moving a light source or altering geometry, are instantly reflected throughout the scene.
Baked lighting has long been a staple in game development for its efficiency in static environments, and was one of my “go-to” solutions when developing games in the early 2010s, but it comes with significant limitations. Changes in lighting conditions require rebaking, which is time-consuming and often disrupts workflow. Additionally, baked lighting struggles with dynamic elements such as moving objects or changing light sources.
Lumen eliminates these bottlenecks by offering the following:
Time-saving workflow: Artists can adjust lighting and see the results immediately, eliminating the need for lengthy baking processes.Dynamic adaptability: Lumen excels in projects that demand constant iteration, such as games with day-night cycles or real-time cinematics.Improved realism: Subtle effects such as light bleeding, color bouncing, and shadow softening are calculated in real time, enhancing visual fidelity.Lumen’s real-time capabilities make it particularly effective in the following scenarios:
Indoor and outdoor environments: Whether you’re creating a dimly lit cave or a sunlit meadow, Lumen dynamically adapts to both enclosed spaces and open terrains.Real-time interactivity: It is perfect for gameplay where objects and light sources move frequently, such as opening a door to reveal a new light source or casting shadows from a swinging lantern.Cinematic lighting: For cutscenes or cinematic sequences, Lumen provides directors with the tools to manipulate light dynamically, ensuring that scenes look compelling from every angle.While Lumen excels in many scenarios and is the focus area for lighting in this book, there are cases where traditional baked lighting or alternative methods still hold an advantage, and it’s important to know why.
Here are just a few situations where Lumen doesn’t excel compared to baked lighting:
Performance in low-end hardware:Challenge: Lumen’s dynamic calculations require significant computational resources, which can impact performance on lower-end devices or older hardware.Advantage of baked lighting: Precalculated lightmaps are far less resource-intensive, making them more suitable for games targeting mobile platforms or older PCs.Extremely high-resolution details:Challenge: Lumen may struggle with fine details in GI, especially in highly detailed scenes with intricate geometry or dense materialsAdvantage of baked lighting: Baked lightmaps can capture high-resolution lighting details with greater precision for these casesProjects with memory constraints:Challenge: Lumen requires additional memory for handling dynamic lighting data, which can be problematic for projects with tight memory budgetsAdvantage of baked lighting: Lightmaps are relatively lightweight, making them ideal for projects where memory optimization is a priorityVR and AR applications:Challenge: Virtual and augmented reality demand extremely high frame rates to ensure a smooth experience, and Lumen’s real-time computations can cause performance dipsAdvantage of baked lighting: Prebaked lighting is more predictable and optimized for delivering consistent performance in VR and AR environmentsHere, I have set up an example scene showing a static light setup versus the same scene rendered with Lumen, highlighting the differences in realism, adaptability, and shadow detail.
Figure 1.1 shows a side-by-side comparison of not using versus using Lumen GI:
Figure 1.1: Showcasing static lighting versus dynamic lighting using Lumen
Figure 1.2 shows a visual breakdown of how Lumen is different with light bounces and reflections:
Figure 1.2: Showing how rays interact with surfaces in an environment
By understanding these limitations, we as artists can make informed choices about when to leverage Lumen’s capabilities and when traditional lighting methods might be more suitable.
Now that we understand the transformative potential of Lumen as a dynamic GI solution, let’s dive into the practical steps required to set it up in your Unreal Engine project.
To unlock Lumen’s full potential, it’s crucial to properly set up your project. This section provides a step-by-step guide to enabling Lumen, optimizing performance, and avoiding common pitfalls. Remember to check the Technical requirements section at the start of this chapter before you begin, and make sure you have the minimum specs required to run UE5 as shown here: https://dev.epicgames.com/documentation/en-us/unreal-engine/hardware-and-software-specifications-for-unreal-engine.
Before you can start using Lumen’s powerful dynamic lighting and reflections, you’ll need to make sure it’s turned on in your project. Don’t worry—it only takes a minute. Here’s how to enable Lumen in Project Settings.
Open Project Settings:Navigate to the Edit menu and select Project Settings….Figure 1.3: Project Settings 1 of 3
In the Rendering section, locate the Dynamic Global Illumination Method dropdown.Enable Lumen:Set Dynamic Global Illumination Method to Lumen.Ensure that Reflection Method is also set to Lumen to maximize its capabilities.Figure 1.4: Project Settings 2 of 3
Adjust Hardware Ray Tracing:If your system supports hardware ray tracing, enable it under the Ray Tracing settings for enhanced performance and visual fidelity.For systems without dedicated ray tracing hardware, Lumen will default to a software-based solution, which is less resource-intensive but may sacrifice some quality. Make sure to turn on Generate Mesh Distance Fields.Figure 1.5: Project Settings 3 of 3
Verify and save:Restart your project to apply changes.Test your scene to ensure that Lumen is functioning correctly.Now that we have enabled Lumen in our project, we can discuss the technical specifications to achieve the best results.
While better hardware is obviously important, it’s not essential. I, for example, still use a mid-tier 10-series graphics card for my testing, but here is what I recommend for your best experience:
GPU and hardware recommendations:A high-performance GPU with ray-tracing capabilities (e.g., NVIDIA RTX series or AMD RDNA 2) is recommended for optimal results.Ensure that your system meets Unreal Engine 5’s hardware baseline. See the minimum system specifications here: https://dev.epicgames.com/documentation/en-us/unreal-engine/hardware-and-software-specifications-for-unreal-engine.Balancing quality and performance:In PostProcessVolume, adjust the Global Illumination Quality