This page provides information on the Sky Light in Unreal.
Overview
The Sky Light captures the distant parts of your level and applies that to the scene as a light. That means the sky's appearance and its lighting/reflections will match, even if your sky is coming from atmosphere, or layered clouds on top of a skybox, or distant mountains. You can also manually specify a cubemap to use. For any additional information, see the Unreal Sky Light documentation.
UI Path
||Modes Tab|| > Lights > Sky Light
Sky Light Properties
When rendering with V-Ray, the following parameters are supported:
Light
Source Type – Whether to capture the distant scene and use it as the light source or to use the specified cubemap.
SLS Captured Scene – Construct the sky light from the captured scene.
SLS Specified Cubemap – Construct the sky light from the specified cubemap.
Cubemap – Specify the Cubemap to use for sky lighting if Source Type is set to SLS_SpecifiedCubemap.
Source Cubemap Angle – The angle to rotate the source cubemap when Source Type is set to SLS Specified Cubemap.
Intensity scale – The total energy that the light emits.
Light Color – The color that the light emits.
Affects World – When enabled (the default), the light contributes to the lighting in the level. Disabling it will stop the contribution of the light in the environment.
Cast Shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light.
Lower Hemisphere Is Solid Color – Whether all lighting from the lower hemisphere should be set to zero. This is useful to prevent leaking from the lower hemisphere.
Lower Hemisphere Color – The color that the lower hemisphere emits when Lower Hemisphere Is Solid Color is enabled.