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Sky Light on mobile

Where: select the Sky Light actor and set Mobility > Static in Details.

For Spectral's mobile baked-lighting setup, the Sky Light must be Static. Choose this before baking so its lighting is recorded for the target, rather than relying on a Stationary or Movable Sky Light's desktop rendering behavior.

What a Sky Light contributes​

A Sky Light represents illumination from the surrounding sky or a supplied cubemap. It helps light areas outside the sun's direct beam, such as shaded walls and covered walkways. It is not the sun itself; a Directional Light usually provides that direct illumination.

Static sky lighting is saved by the lighting build. Changing the sky texture, capture, or intensity afterwards does not update the stored result automatically. Epic explains the mobility and capture behavior in its Sky Light documentation.

Set it up with Spectral​

  1. Select the Sky Light and set Mobility to Static.
  2. Choose the intended sky capture or cubemap and set its color and intensity. Update the capture if your setup requires it.
  3. Ensure the project allows static lighting and that the scene has the needed lightmap and probe coverage.
  4. Run Baker > Bake Lighting, then save the level and generated lighting assets.
  5. Check Mobile Preview and a packaged build on the intended device. Do not use the desktop viewport alone as the final check.

For objects using Spectral's sampled lighting, also inspect the Spectral Probe Volume coverage. Setting the Sky Light to Static does not place or bake probes by itself.

Changing mobility is not a bakeWarning

If you switch from Stationary or Movable to Static, rebuild the lighting. Until then, a desktop preview can still be a misleading comparison with the mobile target.

Scope of this requirement​

This is the required setup for the Spectral mobile baked workflow, not a claim that every Unreal mobile renderer lacks all dynamic Sky Light features. Native options vary with the renderer and project configuration. Use the platform compatibility tables for the other Spectral features; a Static Sky Light does not enable unsupported fog or shadow paths.

If your game changes time of day, a Static Sky Light will not automatically rebake to match it. Plan around the saved lighting state rather than expecting a runtime sky change to update the baked scene.