Uploaded July 2026 | Updated September 2026, 2 weeks ago
My procedural UE5 planet looked great — until I flew to the night side and found glowing white clouds, a gold speckle crawling across the dark terrain, and an exposure that washed the whole frame out. This video is the debugging story and the fix: correct day/night lighting on a planet you can see whole from orbit.
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🪐 GET PLANETGEN
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► PlanetGen on Fab: com.epicgames.launcher://ue/Fab/product/96c36654-f244-4c75-a527-cfaaab2d5ac4
► Free Playable Demo + Project (Patreon): patreon.com/CodeLikeMe/posts/164408672
A planet breaks the assumptions every local scene relies on — you see the lit and the shadowed hemisphere at the same time. I walk through three separate causes and their fixes:
• Clouds — UE's Volumetric Cloud shares ONE sun-transmittance value across the whole layer, so the night side inherits the lit side's light. Fix: Use Per Sample Atmospheric Light Transmittance.
• Terrain & foliage — a directional light isn't occluded by the planet's own body (cascaded shadow maps can't span a 50 km world), so the sun lights sun-facing slopes and foliage on the night side. Fix: a shader-space day/night terminator — dot(up, sunDirection) from the macro sphere normal, driven by a Material Parameter Collection (PlanetCenter + SunDirection), multiplied into BaseColor AND Specular.
• Exposure — auto-exposure re-brightens the dark hemisphere. Fix: a fixed exposure for the from-space view.
Also covered: why shadows can't fix this, the subtraction-order / PlanetCenter-vs-ObjectPosition gotchas, only updating the parameter collection when values actually change (a static sun writes once), and how it behaves across many planets.
The lesson that generalises: when the engine's occlusion can't reach your scale, answer the lighting question analytically in the material instead of fighting a shadow system.
#UnrealEngine #UE5 #GameDev #IndieDev #ProceduralGeneration #PlanetGeneration #UE5Lighting #VolumetricClouds
My procedural UE5 planet looked great — until I flew to the night side and found glowing white clouds, a gold speckle crawling across the dark terrain, and an exposure that washed the whole frame out. This video is the debugging story and the fix: correct day/night lighting on a planet you can see whole from orbit.
────────────────────────────────────────
🪐 GET PLANETGEN
────────────────────────────────────────
► PlanetGen on Fab: com.epicgames.launcher://ue/Fab/product/96c36654-f244-4c75-a527-cfaaab2d5ac4
► Free Playable Demo + Project (Patreon): patreon.com/CodeLikeMe/posts/164408672
A planet breaks the assumptions every local scene relies on — you see the lit and the shadowed hemisphere at the same time. I walk through three separate causes and their fixes:
• Clouds — UE's Volumetric Cloud shares ONE sun-transmittance value across the whole layer, so the night side inherits the lit side's light. Fix: Use Per Sample Atmospheric Light Transmittance.
• Terrain & foliage — a directional light isn't occluded by the planet's own body (cascaded shadow maps can't span a 50 km world), so the sun lights sun-facing slopes and foliage on the night side. Fix: a shader-space day/night terminator — dot(up, sunDirection) from the macro sphere normal, driven by a Material Parameter Collection (PlanetCenter + SunDirection), multiplied into BaseColor AND Specular.
• Exposure — auto-exposure re-brightens the dark hemisphere. Fix: a fixed exposure for the from-space view.
Also covered: why shadows can't fix this, the subtraction-order / PlanetCenter-vs-ObjectPosition gotchas, only updating the parameter collection when values actually change (a static sun writes once), and how it behaves across many planets.
The lesson that generalises: when the engine's occlusion can't reach your scale, answer the lighting question analytically in the material instead of fighting a shadow system.
#UnrealEngine #UE5 #GameDev #IndieDev #ProceduralGeneration #PlanetGeneration #UE5Lighting #VolumetricClouds

![Why More FPS Made My UE5 Game Feel WORSE
I packaged my UE5 city builder, ran it at 200+ FPS, and it felt awful. Stuttery, jolty, every camera pan made me wince. The fix was three lines in an ini file. Heres the story.
This video walks through how I diagnosed it with `stat unit` and `stat unitgraph`, why high FPS made the same spike feel six times worse than it would at 60 FPS, the math behind perceived smoothness, and the exact `DefaultEngine.ini` changes that fixed it. The deeper lesson — variance beats raw rate — applies to most performance work, not just UE.
The underlying chunk-upload spike that caused this is still there; capping the FPS just changed how big it felt. The proper fix (PSO precaching, lowering MaxBuildsPerFrame, foliage density tuning) is a separate video. For now, the cap ships.
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🎮 PROJECTS IN THIS VIDEO
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► CityGen on FAB (just released!): https://www.fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
► WorldGen on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Patreon (early access + project files): https://www.patreon.com/posts/160090493
[TIMESTAMPS — to be added after edit, from transcript]
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🎮 SUPPORT & COMMUNITY
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► Patreon: https://www.patreon.com/cw/CodeLikeMe
► Subscribe: https://www.youtube.com/codelikeme
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#UnrealEngine #UE5 #GameDev #FramePacing #VSync #IndieDev #GamePerformance #CodeLikeMe #UE5Tutorial #UnrealEngine5
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https://www.patreon.com/codelikeme Why More FPS Made My UE5 Game Feel WORSE](https://i.ytimg.com/vi/lxMhZPP2-oY/mqdefault.jpg)








