As you can see I have quite a lot of lights in the scene. None of the point lights are casting shadows though. Except for one that is in the fire. There are some extra spotlights in the scene that are affecting only a couple of meshes: two orange spotlights on the totem and the cowboy hat. I added the spotlights there to give some extra emphasis on those assets. There are also two spotlights in the back. One of them is aimed at the totem to give an extra blue rim light to make it pop more from the background. The other to light up one of the bigger rocks in the background (not the one all the way in the back).

A lot of lighting knowledge I gained came from the Unreal Lighting Academy videos. They were a great help in pushing the scene to its final lighting.

Another great tip I can give you which helped my scene a lot is a ColorLookupTable (LUT) texture. As playing with the post process volume sliders is a bit unintuitive inside Unreal, making a LUT texture in Photoshop and then importing it into the post process volume works wonders. Here you can find the documentation on how to go about a LUT texture for UE4. Below are two images of my scene, the first without the LUT texture applied and the second with it applied. As you can see I greatly pushed the saturation and levels in the scene which helped to light the scene a lot better.