Continuing forward with the room that I've been working with for awhile, I decided it wasn't quite big enough to get some interesting dynamics out of it. So I pushed back one of the walls and added some crates, a gateway, and some moving platforms. Then I went through and started to work with the lighting. I wanted to darken it and make the glowing fixtures look like practicals, even though for the most part they aren't. Without a doubt the lighting was the worst part, since building lighting in Unreal doesn't always work like it does in real life. Dealing with the overlapping lights of some of the spotlights (to simulate the crossing lights in the top of the walls sending light down into the room) and the point lights making the insides of the pillars glowing took some finagling, but eventually I did it by playing around with attenuation radii and distance. Here are some images lit and unlit, so that you can see the full detail of the assets out of darkness.