Closed interior lighting

I also get very different results in the runtime, is it possible to modify setting in the viewport that don’t affect the runtime version?

I have a hard time finding information on closed interior lighting. I have few questions I didn’t found yet through my searches. We are building real surgical simulator using Unreal engine, our levels consist of specific operation with only the wound and tools. I have a surgical room cube map and very reflective tools. I wonder if I can delete the sky light since I don’t have any sky? And should I had invisible walls so the light form the medical spot lights bounce back on the dynamic tools (we have problems with too dark variations in the tools metalness)?
Thank you very much

Remi

The same question goes for the sky sphere and light source, do I need it even if I don’t need a sky?

Another question would be where would I put the cube map, in the post process or in the sphere capture?

And/or in the skylight?

In our game we fade-out the sky light from time to time if we need more control over the global light level.
Our problem was the opposite: that we needed it to be dark (like in a cave where the player only holds one torch) whereas the sky light bounces the illumination everywhere.

You could try different variations in your lights and fade to them based on what the user is doing. If you need more lighting closer to the wound, have you tried placing a specific light right where the wound is to light the inside, in addition to the overhead “surgical” lights?

Yeah we tried this but we try to avvoid too much dynamic light, and the problem was on the metal of the dynamic tools. I found the solution, I had to boost to white no alpha the Environment Color in World Settings>Lightmass>Lightmass Settings and in boost the brigthness in the reflection capture.

Yeah we tried this but we try to avvoid too much dynamic light, and the problem was on the metal of the dynamic tools. I found the solution, I had to boost to white no alpha the Environment Color in World Settings>Lightmass>Lightmass Settings and in boost the brigthness in the reflection capture.