In brief
- Lumen is enabled by default in newly created Unreal Engine projects; it is not enabled automatically in projects converted from Unreal Engine 4.
- To enable Lumen, set the Dynamic Global Illumination and Reflections options in Project Settings to Lumen.
- Options in Post Process Volume that improve quality can also increase GPU cost.
- Epic’s performance guide highlights the impact of sample counts and overlapping geometry on the cost of hardware ray tracing scenes.
Epic Games’ official Lumen documentation for Unreal Engine 5 explains how to enable real-time global illumination and reflections, and scale them for performance. Lumen dynamically calculates indirect light bouncing off surfaces, color bleeding, and reflections. The steps below offer a documentation-based starting point for balancing lighting quality and performance, especially in interior scenes.
1. Enable Lumen correctly in your project
Lumen’s global illumination and reflections are enabled by default in newly created projects. In projects converted from Unreal Engine 4 to Unreal Engine 5, however, the setting is not enabled automatically. Start by checking your project settings.
Open
Project Settingsand go to theDynamic Global Illuminationcategory underRendering.Set
Dynamic Global Illumination MethodtoLumen.In the
Reflectionscategory, setReflection MethodtoLumen. Global illumination and reflections can be configured separately, so check both.If you’re using software ray tracing, make sure
Generate Mesh Distance Fieldsis enabled. This feature is required for Lumen’s Software Ray Tracing mode; the engine must be restarted after enabling it.
When Lumen is enabled, precomputed static lighting contributions are disabled and lightmaps are hidden. Lumen replaces Distance Field Ambient Occlusion and Screen Space Reflections. So, in a converted project, review the scene rather than assuming the previous lighting setup will work in the same way.
2. Balance interior lighting and reflections for your scene
Lumen Global Illumination lets indirect light carry surface colors and creates indirect shadows from objects in the scene. The system supports an unlimited number of diffuse light bounces. Sky lighting also contributes to the Final Gather process, which can help interiors appear darker than exteriors.
After setting up the scene’s basic lighting, review the
Global IlluminationandReflectionscategories inPost Process Volume.Increasing
Final Gather Qualitycan reduce noise and improve global illumination quality, but it also increases GPU cost. Evaluate the image at the current value first, then raise it as needed.Use
Lumen Scene DetailandLumen Scene View Distanceto adjust how small objects are represented and how far lighting is traced. Higher values can provide more detail or range, but may increase cost.In reflections, the
Qualitysetting improves quality and reduces noise, but increases GPU load. Lumen uses special reflection rays on glossy surfaces with low roughness; the amount of these surfaces in the scene affects cost.
According to the documentation, pixels with a roughness value below 0.4 use special reflection rays by default. You can change this threshold with Max Roughness To Trace. Lowering the threshold may mean fewer pixels use special rays, but reflection quality may change as a result. Evaluate the setting based on the surfaces that actually need it in your image.
3. Choose a quality level and ray tracing method
Unreal Engine’s Lumen quality levels offer different performance costs depending on your target. Epic’s Epic level targets 30 fps on consoles, while High targets 60 fps on current-generation consoles. Medium is specified for Switch 2 and mid-range PCs, while Low disables Lumen features. Each lower quality level costs approximately half as much as the level above it.
| Setting | Value specified in the documentation | Effect |
|---|---|---|
| Global Illumination and Reflections quality groups | Epic: 30 fps; High: 60 fps target | Scales Lumen’s cost according to the target frame rate. |
| Lumen Reflection Downsample Factor | 1 or 2 | 2 can improve performance by using fewer rays; reflections may look blurrier and less stable. |
| Max Reflection Bounces | Default 1; up to 8 in Post Process Volume | Increasing reflection bounces can prevent some black areas, but requires a larger performance budget. |
You can access the quality options via Viewport-related Settings > Viewport Scalability Settings in the Level Editor. Epic notes that quality groups can also be controlled through console profiles. Hardware ray tracing can deliver higher quality, but it costs more and is sensitive to overlapping geometry. Epic’s performance guide for current-generation consoles gives fewer than 100,000 instances after culling in a ray tracing scene as a general performance target; this is not a fixed limit for every Windows system.
4. What to consider in an architectural visualization workflow
In interior and architectural scenes, Lumen’s dynamic indirect lighting lets you see surface colors reflected onto their surroundings and shadows forming in shaded areas. This can be useful when evaluating material, lighting, and camera decisions in the scene. However, since higher-quality settings increase GPU cost, choosing the highest level for every scene may not be the right approach.
First, check the scene’s basic appearance and performance with software ray tracing. When moving to hardware ray tracing, review the number of instances in the scene and any large or multilayered overlapping meshes. Epic notes that disabling ray tracing visibility for meshes that cover a large area, such as a skybox, can reduce cost. Since statically set lights are not supported when Lumen is enabled, also verify the Mobility values of your lights.
Common mistakes
Assuming Lumen is enabled automatically in a project converted from Unreal Engine 4.
Forgetting that the engine must be restarted after enabling
Generate Mesh Distance Fields.Expecting static lights to continue contributing when Lumen is enabled.
Increasing quality for hardware ray tracing without checking overlapping meshes and the number of instances in the scene.
Overlooking the potential increase in GPU cost when raising reflection and Final Gather quality.
These settings are based on Epic’s Unreal Engine 5 Lumen documentation. As the documentation does not specify a minor version number, this guide cannot be tied to a specific version number.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture and visualization teams in Turkey, Lumen’s practical value lies in the ability to evaluate indirect lighting and reflections in the same real-time workflow. Seeing color bleeding between interior materials or the appearance of glossy surfaces early on can make it easier to discuss decisions in the scene.
However, quality settings increase GPU cost, so offices are better off testing according to scene complexity and the intended output rather than relying on a single high-quality profile. Overlapping geometry and the number of instances deserve particular attention with hardware ray tracing. The documentation does not explain licensing terms; check the licensing information separately before use.
Frequently asked questions
How do you enable Lumen in Unreal Engine 5?
Set the Dynamic Global Illumination Method and Reflection Method options in Project Settings to Lumen. Generate Mesh Distance Fields is also required for software ray tracing.
Can you use static lights with Lumen enabled?
According to Epic’s documentation, lights with Mobility set to Static are not supported. Since static lighting contributions are stored in lightmaps and disabled when Lumen is enabled, you should check the lights in your scene.
How can you reduce the performance cost of Lumen reflections?
Lowering the quality level or setting the reflection downsample value to 2 may improve performance, but quality may decrease in return. For hardware ray tracing, also review overlapping geometry and the number of instances in the ray tracing scene.



