SQUAD - Lighting

While working on Squad as a tech artist, one of my duties was creating unique lighting scenarios for every map in the game. In preparation for doing so, I created a unified lighting blueprint containing all the required lighting actors, with common parameters exposed as variables and set to ideal default values, which allowed me to work much faster than I otherwise would have been able to. Additionally, due to the size of Squad's maps, all lighting had to be strictly dynamic, which made balancing the lighting between indoor and outdoor areas a challenge at times. We also used fog as both an optimization and a gameplay balancing tool on some maps, so unrealistic amounts of fog had to integrate with the lighting naturally.
I've used some shots of my favorite scenarios here, but the total number of lighting layers created would be way too much for one post. 20 maps and 2-5 lighting scenarios per map, for a grand total of about 70 lighting scenarios. This was a big task, but I really enjoyed working on it, and learned tons of new tricks and skills related to lighting. However, if I were to do this again with the benefit of UE4.26, I would probably just make a dynamic weather and time of day system instead.