Dynamic Lighting Portal System (Performance Booster)

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The Dynamic Lighting Portal System provides an easy way to optimize dynamic lighting performance in large levels. Optimization is the key!

  • Supported Target Platforms
  • Supported Engine Versions


Unreal Engine culling is great, but when it comes to dynamic lights, there is still a lot of improvements that can be made.

This tool allows you to get a massive performance boost without any quality loss!

Youtube Demo Here

The portal system toggles lights visibility to true only when you can see them, tremendously improving the performance. The performance gain will depend on your level layout and number of dynamic lights.

All you need to do is setup portals and zones. I am explaining it in detail in this video tutorial

All the lights, and this include point lights, spot lights and all the lights attached in blueprints inside a zone will be set to visible when:

1) You are inside the zone

2) The zone is visible through a portal

The portal visibility check is based on Unreal Engine built in HZB occlusion, so it's extremely fast and efficient performance wise.

To give you an idea, we have tested in levels from 4000 to 25 000 actors, with 50 to 500+ dynamic lights, more than half of them casting shadows. Volumetric lighting enabled.

We're getting 30 to 60% performance improvement with this system, making them playable on a low end gaming computers (8 years old i7 950 processor and GTX 950 graphic card).

All that in Epic settings for everything except shadow (high)

For support or any questions, please contact us at marketplace.support@dream-powered.com.

If you post a comment here, we aren't notified and can't answer you quickly. Thank you!

Technical Details


  •  Provide tools to optimise Dynamic lighting performances

Change log :

Older change logs : Here

1.4 update

1) Renamed some internal structs to avoid conflict with other pluggins

2)Added a data cleanup on BeginPlay if Dirty State is Detected

1.5 update

1) Added Full Support for OpenWorld and Level Streaming

  • Exemple : to useCheck "ManualRebuildOnly" on the manager before saving and save all your levels
  • In your sub lvl loading logic add the folowing nodes

1.6 update

1) Added support for local multiplayer

Online Documentation is available here ( with update 1.1 review video and 1.5 level streaming exemple)

Code Modules:

  •  PortalSystem Module [Runtime]

Number of Blueprints: 7

Number of C++ Classes: 6

Network Replicated: No

Supported Development Platforms: All

Supported Target Build Platforms: Windows Mac Linux ( Should work on any platform using frustum and occlusion culling, we just haven't been able to test it)

Documentation: included in plugin : PortalSystem\Doc\index.html

Example Project: An example map is provided inside the plugin

Important Notes: Performance gain will vary depending on level design and type of level (indoor / outdoor)

Support: Mail / Twitter



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