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BP_Light

NullPointerExcy edited this page Apr 14, 2025 · 11 revisions

BP_Light

The BP_Light is the core component of the Modular Light System. It represents a single light source that can be turned on and off. It can be connected to other lights to form a circuit, move, rotate, scale, has state and color properties, and more.

Features

Light Mesh

Property Type Default Value Description
Light Mesh Static Mesh None The mesh that represents the light source.
Material Override Material None Override the material of the light mesh.
Material Instance On Override Material Instance None Override the material instance of the light mesh when it is on (Intesity > 0).
Material Instance Off Override Material Instance None Override the material instance of the light mesh when it is off (Intesity = 0 OR isDestroyed).
Mesh Simulate Physics Boolean False Enable physics simulation for the mesh. (Necessary for moving light, if it should collide)
Mesh Enable Gravity Boolean False Enable gravity for the mesh.
Mesh Scale Vector (1, 1, 1) Scale of the mesh.

Light Settings

Property Type Default Value Description
Default On? Boolean True Should the light be on by default?
Default Destroyed? Boolean False Should the light be destroyed by default?
Is Destroyable? Boolean False Can the light be destroyed? (By projectiles etc.)
Light Tags Array<ECustomLightTag> None Tags for the light, primary used in BP_LightGroup for grouping.
Light Color Color White The color of the light.
Light Cast Shadow? Boolean True Should the light cast shadows?
Light Intensity Float 500 lm The intensity of the light.
Light Radius Float 1000 The radius of the light.
Light Position Vector (0, 0, 0) The relative offset position of the light.
Light Rotation Vector (0, 0, 0) The relative offset rotation of the light.
Light Type Enum Point Light The type of the light.
Light Health Float 100 The health of the light (Unused)

Light Destruction Trigger

Property Type Default Value Description
Destroy Trigger Position Vector (0, 0, 0) The relative offset position of the destroy trigger.
Destroy Trigger Scale Vector (1, 1, 1) The scale of the destroy trigger.
Destroy Velocity Threshold Float 2900 The velocity threshold for the destroy trigger.

Light Interaction

Property Type Default Value Description
Allow Direct Interaction Boolean True Can the light be toggled directly?
Light Switch Trigger Position Vector (0, 0, 0) The relative offset position of the switch trigger.
Light Switch Trigger Scale Vector (2, 2, 2) The scale of the switch trigger.
Actors To Ignore Array None Actors that should be ignored by the interaction.
Interaction Position Vector (0, 0, 0) The relative offset position of the interaction.
Use Interaction Icon? Boolean True Should the interaction icon be displayed?

Light Editor

Property Type Default Value Description
Hide Triggers Boolean False Should the triggers be hidden in the editor?

Light Audio

Property Type Default Value Description
Light Audio Default Sound Wave None The default sound for the light.
Light Audio Flicker Sound Wave None The flicker sound for the light.
Light Audio Turn On Sound Wave None The turn on sound for the light.
Light Audio Turn Off Sound Wave None The turn off sound for the light.
Light Audio Destruction Sound Wave None The destroy sound for the light.
Use Synesthesia? Boolean False Should the light use synesthesia? (Unused)

Light Modes

Property Type Default Value Description
Flicker Preset BP_FlickerPreset None The flicker preset for the light. If None is given, no flicker will be applied.
Use Gradient Colors? Boolean False Should the light use gradient color?
Gradient Curve Color Curve None The gradient curve for the light. If None is given, no gradient will be applied.
Gradient Duration Float 30.0 s The duration of the gradient.
Gradient Forward? Boolean True Should the gradient start forward?

Light Circuit

Property Type Default Value Description
Circuit Type Enum None The type of the circuit (Series, Parallel, None).
Connected Lights Array<BP_Light> [] The lights connected to this light.
Use Power Supply? Boolean False Should the light use a power supply? If true, the light will only turn on if the power supply is on, and the voltage is sufficient.
Base Required Voltage Float 0.0 The base required voltage for the light.
Display Cables? Boolean False Should cables to the connected lights be displayed?
Cable Width Float 2.0 The width of the cables.
Cable Use Collision? Boolean False Should the cables use collision?
Cable Use Stiffness? Boolean True Should the cables use stiffness?
Cable Attach Start? Boolean True Should the cables attach to the start of the light?
Cable Attach End? Boolean True Should the cables attach to the end of the light?
Cable Spawn Collision Handling Override Enum Always Spawn, Ignore Collisions The collision handling override for the cables.
Cable Material Material M_CableMaterial The material for the cables.

Light Movement

Property Type Default Value Description
Movement Direction Enum None The direction of the movement (None, XAxis, YAxis, ZAxis, Spline).
Invert Direction? Boolean False Should the movement direction be inverted?
Follow Spline Actor None The spline actor to follow.
SplineStartIndex Integer 0 The start index of the spline (If greater or smaller than the number of points, it will be set to 0).
Reverse Spline Order? Boolean False Should the light move in reverse order on the spline?
Movement Speed Float 200.0 The speed of the movement.
Use Random Direction Change? Boolean False Should the light change direction randomly?
Rotate Around Axis Enum None The axis to rotate around (None, XAxis, YAxis, ZAxis).
Rotation Direction Enum Clockwise The direction of the rotation (Clockwise, CounterClockwise).
Rotation Speed Float 0.0 The speed of the rotation.
Rotate Mesh with Light? Boolean False Should the mesh rotate with the light? (If false, the light still rotates)