Materials & Lighting · Beginner · 13 min

UE5 Light Types Explained: Directional, Point, Spot, Rect and Sky

Meet the five lights you'll use in almost every Unreal scene — the sun, the bulb, the cone, the panel and the ambient fill — and learn the one Mobility setting that decides whether your lighting is cheap or flexible.

LevelBeginner Time~13 min EngineUE 5.4+ Hands-on14 checkpoints

Before this: Lighting a Scene with Lumen: Bounced Light and Exposure Made Simple, Place, Move, Rotate and Scale Actors in UE5

By the end, you'll be able to
  • Name the five core light actors and pick the right one for sun, lamps, cones and panels
  • Place a light and adjust its intensity, colour and reach
  • Read the intensity units (lux for the sun, lumens/candelas for local lights)
  • Choose between Static, Stationary and Movable Mobility and know what each trades off

Five lights do almost everything

When you look at a beautiful Unreal scene, it can feel like the lighting must be some deep, mysterious art. It isn't — at least not to get started. Almost every scene you'll ever build is lit with a small handful of light actors, and each one is just a digital version of a light you already understand from real life: the sun, a lamp bulb, a torch, a softbox panel, and the soft glow of the sky.

In this lesson we'll meet all five — Directional, Point, Spot, Rect and Sky — and learn when to reach for each. We'll touch lightly on the numbers Unreal uses for brightness (its 'intensity units'), and then we'll cover the single most important setting on any light: Mobility, which decides whether a light is baked-and-cheap, balanced, or fully dynamic. Get these ideas straight and a dark, flat scene starts to look like a place.

The five lights, one card each

Tap a card to flip it

Which light for which job?

A quick mental model before we place anything. If it's the sun or the moon lighting an entire outdoor scene, that's a Directional Light. If it's a single source glowing in all directions — a lamp, a candle, a glowing crystal — that's a Point Light. If it's a focused beam you can aim — a flashlight, a car headlight, a spotlight on a stage — that's a Spot Light. If it's a soft, flat source with a shape — a window, a monitor, a photographer's panel — that's a Rect Light. And the gentle ambient light that keeps shadows from going pitch-black, picked up from the sky and surroundings, is the Sky Light.

You'll almost always start an outdoor scene with two: one Directional Light for the sun and one Sky Light for the ambient fill. Then you add Point, Spot and Rect lights as 'local' lights for the smaller, specific glows in your world.

Place each light and see what it does

Open any level with a floor and a couple of objects (the Third Person template is perfect). We'll add lights from the 'Quickly add to the project' (+) button in the toolbar, or by dragging from the Place Actors panel. Tick each step as you go.

  1. 1Open the lights category

    Click the green '+ Add' (Quickly add to the project) button at the top-left of the viewport toolbar, or open Window → Place Actors. Choose the 'Lights' category.

    You'll see Directional, Point, Spot, Rect and Sky Light all listed together — this menu is your shortcut to every light type.

    TipYou can also just start typing 'Point Light' in the Place Actors search box to filter the list instantly.

  2. 2Add a Directional Light (the sun)

    Drag a Directional Light into the level. Notice the whole scene lights up evenly — it doesn't matter where in the level you dropped it, because its rays are parallel.

    Select it and use the rotate tool (press E) to tilt it. Rotating it is how you set the time of day: low and shallow for sunrise/sunset, steep for midday.

    TipOnly the Directional Light's ROTATION matters, never its position. If you drag it around the level, the lighting won't change at all.

  3. 3Add a Sky Light (the ambient fill)

    Drag in a Sky Light. Look into the shadows your sun was casting — they lift from near-black to a soft, lit colour. That's ambient light filling in everywhere the sun can't reach.

    If your scene has no sky/atmosphere yet, the Sky Light may pick up almost nothing. Pairing it with the sky/atmosphere actors (covered in the Lumen lesson) gives it a colour to capture.

    TipIf you change the sky or sun a lot, set the Sky Light's Mobility to Movable so it updates in real time, or click 'Recapture' to refresh what it has captured.

  4. 4Add a Point Light (a bulb)

    Drag a Point Light and move it (press W) so it floats just above an object. It glows outward in all directions and fades with distance — exactly like a bare bulb.

    In the Details panel, find 'Attenuation Radius'. That's the bubble of influence: shrink it and the light's reach tightens; grow it and it spills further.

    TipKeep Attenuation Radius as small as it can be while still looking right. A huge radius makes the light touch more surfaces and costs more performance for no visual gain.

  5. 5Add a Spot Light (a cone)

    Drag in a Spot Light. It emits a cone, so its rotation matters — use the rotate tool (E) to aim it at a wall or the floor and watch the pool of light appear.

    In Details, find 'Inner Cone Angle' and 'Outer Cone Angle'. The inner cone is the full-bright core; between inner and outer the light softly falls off to nothing, giving you a soft or hard edge.

    TipA small gap between inner and outer angles gives a crisp, theatrical edge; a large gap gives a soft, feathered pool. Headlights are tight; mood lighting is soft.

  6. 6Add a Rect Light (a panel)

    Drag a Rect Light and aim it like the Spot. In Details, adjust 'Source Width' and 'Source Height' to size the panel — make it window-shaped or screen-shaped.

    Because it emits from a surface rather than a single point, its shadows are noticeably softer and more realistic. It's the go-to for windows, screens and studio-style key lights.

    TipThe bigger you make a Rect Light's surface, the softer its shadows become — just like real photography, where a big softbox gives gentle, flattering light.

A gentle word on intensity units

Unreal tries to be physically based, so its brightness numbers borrow from real-world lighting. You don't need to memorise the physics — just recognise the units so the numbers stop looking random.

The Directional Light (the sun) is measured in lux, which describes how much light lands on a surface. Real daylight is tens of thousands of lux, so don't be surprised by big numbers there. Local lights — Point, Spot and Rect — are usually measured in lumens (the total light a bulb puts out) or candelas (brightness in a direction). A cosy lamp is a few hundred to a couple of thousand lumens; a bright fixture is more. The exact figure matters less than the habit: pick the light type first, then nudge intensity until it looks right in your scene with your current exposure.

Mobility: the most important setting on any light

Every light (and most actors) has a Mobility setting near the top of its Details panel with three choices: Static, Stationary and Movable. It's the biggest decision you'll make per light, because it trades performance against flexibility.

Static means the light never moves or changes at runtime — Unreal can 'bake' its lighting and shadows into textures called lightmaps ahead of time, which is the cheapest to render but can't change while you play. Movable means the light can move, rotate, change colour and brightness freely at runtime — fully dynamic and flexible, but the most expensive. Stationary is the middle ground: it can't move, but it can change colour and brightness and cast nice baked-plus-dynamic shadows, so it's a good balance for key lights like the sun.

Here's the modern-UE5 nuance worth knowing: if your project uses Lumen (UE5's default global-illumination and reflection system), lighting is largely dynamic anyway, and Movable lights fit that flow naturally — so you'll often just leave lights Movable while learning. Static/Stationary and lightmap baking still matter for performance-critical or mobile projects. The point isn't to fear the setting — it's to know it exists and that it's the dial between 'cheap and fixed' and 'flexible and costlier'.

The three Mobility modes, side by side

Cannot move or change at all while the game runs. Its light and shadows are baked into lightmaps before play, so it's the cheapest to render.

Use it for things that truly never change — fixed architectural lighting in a level that won't have a day/night cycle. Requires a lighting build, and won't react to anything dynamic.

You dragged a Directional Light into the level but the lighting didn't change when you moved it around. Then you rotated it and the whole scene shifted. Why?

QuizCheck yourself

1You want to light an entire outdoor level as if by the sun. Which light do you reach for?

2You need a focused, aimable beam — a flashlight pointed down a corridor. The best fit is a…

3What does setting a light's Mobility to 'Movable' trade off?

ChallengeTry it yourself

Light a small interior moment using three light types and the right Mobility. In a level with a floor and a wall or two: place a Spot Light aimed at the wall as a dramatic key, a Point Light to act as a soft lamp glow in the room, and confirm there's a Sky Light filling the shadows. Then make the Spot Light flicker-ready by setting its Mobility to Movable.

Bonus: tighten the Point Light's Attenuation Radius so it only lights the corner you intend, and shape the Spot Light's inner/outer cone for a soft-edged pool.

Hint 1

Add lights from the green '+ Add' button → Lights, or from the Place Actors panel (Window → Place Actors).

Hint 2

Aim the Spot Light with the rotate tool (press E) — remember a Spot is a cone, so its rotation is what counts.

Hint 3

Mobility is near the top of each light's Details panel: set the Spot Light to Movable so it could later be animated/flickered.

Hint 4

Attenuation Radius and the Inner/Outer Cone Angles are all in the Details panel of the selected light.

You can now…

Tick these off — if any feel shaky, scroll back up and re-try that step.

  • Name the five core lights and match each to a real-world equivalent (sun, bulb, cone, panel, ambient)
  • Place any light from the Add menu and adjust its intensity, colour and reach
  • Recognise the intensity units: lux for the sun, lumens/candelas for local lights
  • Explain Static vs Stationary vs Movable and what each one trades off
  • Set up a sensible Sun + Sky starting pair plus local lights for detail
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Next lesson →Post Process Basics: Exposure, Bloom, and Color Grading in UE5

Questions beginners ask

Do I need both a Directional Light and a Sky Light?

For outdoor scenes, yes — they're a team. The Directional Light is your sun: it gives direction, highlights and shadows. The Sky Light is the ambient fill that bounces a soft colour into those shadows so they don't read as dead black. With only the sun, shadows look like ink; with only the sky, the scene looks flat. Together they look natural.

What's the difference between a Point Light and a Spot Light?

A Point Light emits in all directions from a single spot, like a bare bulb — so its rotation doesn't matter, only its position and reach. A Spot Light emits a cone, like a torch, so you aim it by rotating it and shape its edge with inner and outer cone angles. Use Point for omnidirectional glows (lamps, candles) and Spot for focused, aimable beams.

Which Mobility should I use as a beginner?

If your project uses Lumen (UE5's default), it's perfectly fine to leave most lights Movable while learning — lighting is dynamic anyway and you avoid lighting builds entirely. Movable is the most flexible, just the most expensive. Reach for Static or Stationary later when you're optimising for performance, targeting mobile, or you genuinely want baked, never-changing lighting.

Why are the sun's intensity numbers so huge compared to a lamp's?

They're in different units. The Directional Light uses lux, and real daylight is genuinely tens of thousands of lux, so large numbers are expected. Local lights (Point, Spot, Rect) use lumens or candelas, where a few hundred to a few thousand is normal for a household light. Don't compare the raw numbers across light types — tune each by eye against your scene's exposure.

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