This is the documentation for Enlighten.
Enlighten includes a range of visualizations and statistics to help debug your Enlighten lighting and optimize Enlighten memory use.
To access the Enlighten visualizations, use the Show > Enlighten submenu.
When using Enlighten visualizations, you might find it useful to disable lighting (View mode > Unlit). This makes the visualizations easier to interpret.
The screenshots on this page are taken with Unlit mode.
Colors objects based on their lighting mode.
Enlighten Probes are automatically generated for static probe-lit meshes, but not for movable probe-lit meshes.
Colors meshes based on their lighting quality:
The colors are desaturated for parts of the level which have in-game Enlighten updates turned off.
Shows the lightmap UVs generated by the Enlighten precompute. Each chart is a different color.
Shows the lightmap efficiency of each Contribute Lightmap mesh. Green indicates that the lightmap UVs generated by the Enlighten precompute provide very efficient lighting. Yellow, orange and red indicate less efficient lighting, with red as least efficient.
Shows the positions of the probe samples for actors using per-mesh sampling. The samples are visible only when Enlighten is updating the lighting; for example when the actor is moving, or the lighting is changing.
Shows the Enlighten probes generated by the precompute.
Shows only the meshes included in the Enlighten radiosity computation. Colors opaque faces green and invalid back-faces orange.
Use this visualization to find unintended visible back-faces. See Material properties for more information about invalid back-faces.
Shows the radiosity system of the selected mesh in green. Its dependencies are shown in blue. Other systems are gray.
Shows only the meshes included in the Enlighten radiosity computation.
Shows each radiosity system generated by the Enlighten precompute in a different color.
Shows the sample positions generated by the Enlighten precompute in red. Enlighten samples surface albedo/emissive and direct lighting/shadows at these positions.
Shows the Albedo color used when computing Enlighten indirect lighting at multiple sample positions on the surface of the contributing meshes. Use with Unlit view to see accurate colors.
Shows the direct lighting values used when computing Enlighten indirect lighting at multiple sample positions on the surface of the contributing meshes. Use with the Unlit view mode to see accurate colors.
Shows the Enlighten shadowing of the current selected or most recently selected light at multiple sample positions on the surface of the contributing meshes. You can enable shadowing for Movable SpotLight actors with the Cast Dynamic Enlighten Shadows property. To see correct shadowing for Stationary Spot Light and Point Light actors, run Build > Build Lighting Only.
To visualize the charts generated by Enlighten for a mesh, in the Static Mesh Editor, use the Charts toolbar button. This is useful when iterating on Auto UV settings for a mesh or changing the Output Pixel Size.
To refresh the view:
If the mesh requires too many lightmap pixels, the Output Log reports an error.
To view statistics about the Enlighten data for your level in the editor:
By default, all systems in the level are shown in the level. Use the dropdown menu on the right to filter the list of systems to those within the current level, or those which contain the currently selected actors.
These stats are inaccurate when used in editor mode. For accurate statistics, run the Standalone or cooked game build.
To view statistics for the Enlighten runtime, use the following console command :
stat enlighten -sortby=Name
stat enlightenmem -sortby=Name
stat enlightencomplexity -sortby=Name