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ActorLightSources.md

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Actor Light Sources

Actors can be used to create dynamic lighting within a scene. This is generally seen with ceiling lights, fires, torches, etc.

Fire Torch Example

  • Within the Content Browser, select the Add New button and then the Blueprint Class. In the next screen, select the parent class to be an Actor class.

  • Open the blueprint (ensure the full editor view is open).

  • Within the Viewport pane, drag in the static mesh to be used (in this case, a fire torch). Ensure that the static mesh is a child of the DefaultSceneRoot component.

  • Add the particle component which is to be the aesthetic light source of the Actor (in this case, a fire particle component). Ensure the particle component is a child of the DefaultSceneRoot component.

  • Adjust the particle component to be positioned at the correct location within the static mesh (in this case, the holder area of the fire torch).

  • In order to physically emit light into the level, the particle component requires a light source. Within the Components pane, select the Add Component button and then the Point Light. Ensure the point light component is a child of the DefaultSceneRoot component.

  • Adjust the point light component to be positioned within the particle component. Sometimes placing the light component in an offset position to the particle component will yield a more rewarding lighting effect so be sure to test what works best for your actor and scene.

  • In the Details pane of the Point Light component, adjust the Light Attention setting in the Light section to a realistic value (in this case, 500.0).

  • In the same section, adjust the Light Color setting to an appropriate color (in this case, an orange-based colour).

  • Once the actor has been created in the blueprint editor, Compile and Save the blueprint.

Light Flicker Effects

  • Within the Event Graph pane, add a Delay block to the Event BeginPlay block. Source a Random Float in Range block into the Delay parameter using Min and Max values of 0.0 and 0.2 respectively. This now adds a random delay in the fire ignition of the torch.

  • Add a Set Intensity block to the Event Graph. Source a reference to the Point Light component into the Target parameter. Source a Random Float in Range block into the New Intensity parameter using Min and Max values of 900.0 and 3000.0 respectively. This now adds a variable intensity for each torch instance.

  • Connect the Delay block success pin to the trigger input of the Set Intensity block. This creates the sequence required for a light flicker.

  • Connect the Set Intensity success pin to the trigger input of the Delay block. This creates the loop for infinite light flickering.

  • Once the actor has been created in the blueprint editor, Compile and Save the blueprint.

Using Actor Light Sources in a Level

  • In the main editor window, drag the blueprint instances into the scene and position as necessary.

  • Build all lighting for the level.