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Version: bleeding-edge 🩸

💡 Light

A Light represents a Lighting source.


💂Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.
🧑‍💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

🎒 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

Default Constructor

local my_light = Light(location, rotation?, color?, light_type?, intensity?, attenuation_radius?, cone_angle?, inner_cone_angle_percent?, max_daw_distance?, use_inverse_squared_falloff?, cast_shadows?, visible?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
RotatorrotationRotator(0, 0, 0)Relevant only for Rect and Spot LightTypes
ColorcolorColor(1, 1, 1)No description provided
LightTypelight_typeLightType.PointNo description provided
floatintensity30No description provided
floatattenuation_radius250No description provided
floatcone_angle44Relevant only for Spot LightType
floatinner_cone_angle_percent0Inner Cone Angle Percent (Relevant only for Spot LightType) (0-1)
floatmax_daw_distance5000Max Draw Distance (Good for performance) - 0 for infinite
booleanuse_inverse_squared_fallofftrueWhether to use physically based inverse squared distance falloff, where Attenuation Radius is only clamping the light's contribution. (Spot and Point types only)
booleancast_shadowstrueNo description provided
booleanvisibletrueNo description provided
tip

nanos world 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

Inherited Entity Static Functions
Light inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Light inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
Light inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
ReturnsNameDescription
floatGetAttenuationRadiusNo description provided
booleanGetCastShadowsNo description provided
ColorGetColorNo description provided
floatGetIntensityNo description provided
SetAttenuationRadiusNo description provided
SetCastShadowsNo description provided
SetColorSets the light color
SetIntensityNo description provided
SetTextureLightProfileSets the light Texture Profile

GetAttenuationRadius

— Returns float.

local ret = my_light:GetAttenuationRadius()

See also SetAttenuationRadius.


GetCastShadows

— Returns boolean.

local ret = my_light:GetCastShadows()

See also SetCastShadows.


GetColor

— Returns Color.

local ret = my_light:GetColor()

See also SetColor.


GetIntensity

— Returns float.

local ret = my_light:GetIntensity()

See also SetIntensity.


SetAttenuationRadius

my_light:SetAttenuationRadius(attenuation_radius)
TypeParameterDefaultDescription
floatattenuation_radius Required parameter No description provided

See also GetAttenuationRadius.


SetCastShadows

my_light:SetCastShadows(is_shadows_enabled)
TypeParameterDefaultDescription
booleanis_shadows_enabled Required parameter No description provided

See also GetCastShadows.


SetColor

Sets the light color

my_light:SetColor(color)
TypeParameterDefaultDescription
Colorcolor Required parameter The light color

See also GetColor.


SetIntensity

my_light:SetIntensity(intensity)
TypeParameterDefaultDescription
floatintensity Required parameter No description provided

See also GetIntensity.


SetTextureLightProfile

Sets the light Texture Profile

my_light:SetTextureLightProfile(light_profile)
TypeParameterDefaultDescription
LightProfilelight_profile Required parameter The Light Profile to use

See also 💡 Light Profiles.

🚀 Events

Inherited Entity Events
Light inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Light inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
DimensionChangeTriggered when an Actor changes it's dimension
This class doesn't have own 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!

nanos world 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 LightProfile.