Light
Examples#
local my_light = Light(
Vector(-152, 245, 115),
Rotator(0, 90, 90), -- Relevant only for Rect and Spot light types
Color(1, 0, 0), -- Red Tint
LightType.Point, -- Point Light type
100, -- Intensity
250, -- Attenuation Radius
44, -- Cone Angle (Relevant only for Spot light type)
0, -- Inner Cone Angle Percent (Relevant only for Spot light type)
5000, -- Max Draw Distance (Good for performance - 0 for infinite)
true, -- Whether to use physically based inverse squared distance falloff, where Attenuation Radius is only clamping the light's contribution. (Spot and Point types only)
true, -- Cast Shadows?
true -- Enabled?
)
Constructors#
Tip
HELIX provides 3 types of lights: Spot, Point and Rect. All lights are Dynamic and because of that, very expensive! Keep that in mind before spawning 1000 lights 😉.
Static Functions#
Functions#
Events#
💡 Light Profiles#
Light Profiles are texture files which describes a light's distribution from a light source using real world measured data.
Tip
Please check Unreal Engine Light Profile documentation for more information about Light Profiles!
HELIX provides 50 Light Profiles included in the base game which you can use to enhance your Lights. You can set them using :SetTextureLightProfile()
with the enum