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Lights

Lights2.png

Since the Dungeon Builder adds each individual Cell to the Persistent Level when creating a dungeon, we don't want to have individual directional lights within our Cells, as these would be brought in as well. Unfortunately, working in unlit mode isn't always enjoyable or viable, and it's easy to forget to delete a light you added as a temporary asset.

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This Widget seeks to resolve that. It allows you to place a Global (directional) lighting system into your Cell that will automatically be destroyed by the Widget (or Dungeon if the Widget misses it) when you're finished working. It has presets for the most common lighting scenarios you could need to aid with building. It's not meant to look beautiful (there are some great products on the marketplace for that), just to get the job done. No need to work in Unlit mode!

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I've also added a Local section to the bottom of this Widget. This allows you to easily place a Light blueprint (you can make a Child blueprint of PLUG_LocalLighting_Type). The goal is to allow easy grouping of interior lighting. Place the blueprints you want, where you want, and then you can adjust all of their light values from the blueprint at once. These will not be automatically destroyed.


For now, these are purely shells. The functionality for Local lights will have to be created by you, and I may or may not expand upon this in the future. As long as you make the blueprint a Child of PLUG_LocalLighting_Type, it should be accessible through the Widget.

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