Documentation / Lighting Suite
Unreal Engine · Documentation

Lighting Suite

A comprehensive lighting analysis and management tool for finding which lights affect a surface, identifying shadow blockers, managing scene lights, creating new lights and organizing cameras and presets.

AnalysisScene LightsCamerasShadow Finder
Documentation

Overview

Lighting Suite

A comprehensive lighting analysis and management tool.

Analyze which lights affect any surface, find shadow sources, create lights interactively, and organize lights into groups.

Documentation

Opening the Plugin

Opening the Plugin interface

In the Unreal Editor top menu bar

Window > Lighting Suite.

The Lighting Suite panel opens as a dockable window with three tabs: Analysis, Scene Lights, and Cameras.

Opening the Plugin interface
Documentation

Analysis Tab

Surface Analysis

Inspect which lights affect any surface in your scene.

1. Configure Options

At the top of the Analysis tab, two checkboxes control the analysis behavior:

OptionDefaultDescription
Ignore Hidden LightsOnExcludes invisible lights from results
Check Surface AngleOnOnly counts lights that face the surface (based on surface normal)
Analysis Tab interface

2. Analyze a Surface

Analysis Tab interface

Click the blue "ANALYZE SURFACE" button and the status will change to "Picking...".

Analysis Tab interface

Click on any surface in the viewport and the plugin will trace all lights in the scene and show which ones affect that point. The light also will be listed.

Analysis Tab interface

3. Read the Results

After clicking, the results panel shows:

Light Complexity Score

A color-coded performance indicator:

  • Green (0–8): Good; Yellow (9–16): Acceptable; Red (17+): Too complex – consider reducing lights

Exposure Analysis

Reports the estimated EV (Exposure Value) at that point and identifies the main light source.

Stationary Light Overlap Warning

A red warning appears if more than 4 stationary shadow-casting lights overlap (Unreal's hardware limit).

Analysis Tab interface

4. Browse Affecting Lights

Below the summary, a scrollable list shows every light affecting the clicked point, sorted by contribution (strongest first).

Each entry shows:

  • Mobility badge – STAT (Stationary), MOV (Movable), or STC (Static)
  • Light name and type – Click the name to select the light in the editor
  • SOLO button – Isolate this single light to see its contribution alone
Analysis Tab interface

5. Edit

Light Properties In-Place

Click the expand arrow on any light entry to reveal editable properties without leaving the panel:

PropertyAvailable ForRange
IntensityAll lights0 – 100,000
TemperatureLights with temperature enabled1,500 – 15,000 K
Attenuation RadiusPoint, Spot, Rect lights0 – 100,000
Outer Cone AngleSpotlights only1 – 90 degrees
Cast ShadowsAll lightsOn/Off

Changes apply in real-time to the viewport.

Analysis Tab interface
Documentation

Shadow Finder

Identify what is blocking light and causing shadows.

Click the orange "FIND SHADOW" button.

Click on a shadowed area in the viewport.

Shadow Finder interface

The plugin will:

Trace rays from all shadow-casting lights to the clicked point

Identify which lights are blocked and by what geometry

Draw yellow debug lines from the point to light sources

Draw red debug lines from the point to blocking geometry

Display results like: 'SunLight' blocked by 'Building_Wall_03'

Shadow Finder interface

Solo Mode

Click SOLO on any light to isolate it. All other lights temporarily become invisible.

A yellow "EXIT SOLO MODE" button appears at the top. Click it to restore all lights.

Shadow Finder interface
Documentation

Scene Lights Tab

Manage every light in your scene from a single panel.

Scene Lights Tab interface

Light List

A scrollable list of all lights in the scene.

Each entry provides:

  • Visibility toggle – Show or hide the light
  • Color picker – Click to change the light's color
  • Light name and type – Click to select in editor
  • Mobility badge – Blue = Movable, Brown = Stationary, Gray = Static
  • SOLO button – Isolate this light
  • Add to Group dropdown – Assign to a light group
Scene Lights Tab interface

Use the Search box at the top to filter lights by name. Click Refresh to rescan the scene.

Scene Lights Tab interface

Creating Lights

Six buttons let you create lights by clicking directly in the viewport:

ButtonCreates
PointPoint light 100 units above the clicked surface
SpotSpotlight pointing at the clicked surface
Spot+AimSpotlight with an aim target — the spotlight continuously faces the target point, even if you move the target afterwards
DirectDirectional light
RectRectangular area light
SkySky light

All created lights default to Movable mobility and are automatically selected in the editor.

Scene Lights Tab interface

Screenshot: Creating a Spot+Aim light showing spotlight and target point

Scene Lights Tab interface

Light Groups

Organize lights into custom groups for batch visibility control.

Creating a Group

Expand the Light Groups section.

Click "+ New".

Type a name for the group.

Screenshot: Light Groups section with new group)

Scene Lights Tab interface

Adding Lights to Groups

Use the "Add to Group" dropdown on any light entry.

Scene Lights Tab interface

Using Groups

Each group shows:

Visibility checkbox

Light count

SOLO button

Delete (X) button

Scene Lights Tab interface

Light groups are saved automatically to: Saved/LightingSuite/LightGroups.json and persist across editor sessions.

Documentation

Color Palettes

Apply curated color schemes to multiple lights at once.

Workflow

Expand the Color Palettes section in the Scene Lights tab.

Click the palette name button to cycle through 5 built-in palettes:AutumnForest, CoolMoonlight, NeonCity, GoldenHour, and StudioPortrait.

Use the selection checkboxes next to each light in the scene list to mark which lights should receive colors.

Click "Apply to Selected".

Colors are distributed intelligently by light type:

  • Directional lights get the primary color
  • Point lights get the fill color

Spotlights get the accent color

  • Other light types alternate between the remaining colors

Only colors change.Intensity, position, and all other properties are preserved.

Color Palettes interface
Documentation

Per-Light: Conversion, IES Profile & Light Function

Each light in the scene list has additional controls available in its expanded properties.

1. Light Type Conversion

Light Type Conversion. A "Conv" dropdown lets you convert any light to a different type: Point, Spot, Directional, or Rect.

The conversion preserves:

Transform

Intensity

Color

Temperature

Mobility

Shadows

Attenuation radius

Cone angles, where applicable

Per-Light: Conversion, IES Profile & Light Function interface

2. IES Profile

IES Profile. For Point, Spot, and Rect lights, the expanded properties show an IES Profile row.

Click "Set" to open an asset picker filtered to IES textures (UTextureLightProfile)

Click "X" to clear the assigned profile

3.Light Function Material

Light Function Material. All lights can have a Light Function material assigned.

Click "Set" to browse for a MaterialInterface asset

Click "X" to clear it

Useful for flickering, cloud shadows, or custom light patterns.

Per-Light: Conversion, IES Profile & Light Function interface
Documentation

Cameras Tab

Manage scene cameras and save or load camera presets.

Camera List

Displays all CameraActor and CineCameraActor instances in the scene.

Each entry shows:

Camera name and type ("Camera" or "CineCamera")

"Select" button Select the camera actor in the viewport

"Pilot" / "Stop" toggle Lock the editor viewport to this camera's perspective

"Save" button (CineCamera only) Save current settings as a preset

Camera Presets

Expand the Camera Presets section to save and restore CineCamera configurations.

Presets store:

Focal length

Aperture/Focus distance

Sensor dimensions

Aspect ratio

Workflow

Pilot a CineCamera and adjust its settings.

Click "Save" to create a named preset.

Later, pilot any CineCamera and click "Apply" on a preset to load it.

Presets persist across sessions via: Saved/LightingSuite/CameraPresets.json

Cameras Tab interface
Documentation

Tips

Use Analyze Surface + Solo to understand individual light contribution

Shadow Finder helps identify unexpected shadow casters

Use Light Groups for lighting scenarios like Day or Night

Spot+Aim is ideal for key lights

Avoid exceeding the Stationary Light Overlap limit