A Light represents a Lighting source.
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?
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?)
|Rotator||Relevant only for Rect and Spot LightTypes|
|float||Relevant only for Spot LightType|
|float||Inner Cone Angle Percent (Relevant only for Spot LightType) (0-1)|
|float||Max Draw Distance (Good for performance) - 0 for infinite|
|boolean||Whether to use physically based inverse squared distance falloff, where Attenuation Radius is only clamping the light's contribution. (Spot and Point types only)|
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
|table of Base Entity||Returns a table containing all Entities of the class this is called on|
|Base Entity||Returns a specific Entity of this class at an index|
|integer||Returns how many Entities of this class exist|
|table of table||Gets a list of all directly inherited classes from this Class created with the Inheriting System|
|iterator||Returns an iterator with all Entities of this class to be used with |
|table or nil||Gets the parent class if this Class was created with the Inheriting System|
|table||Inherits this class with the Inheriting System|
|boolean||Gets if this Class is child of another class if this Class was created with the Inheriting System|
|function||Subscribes to an Event for all entities of this Class|
|function||Subscribes to a custom event called from server|
|Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed|
Inherited Entity Functions
|Calls a custom remote event directly on this entity to all Players|
|Calls a custom remote event directly on this entity to a specific Player|
|Calls a custom remote event directly on this entity|
|Destroys this Entity|
|table||Gets the class of this entity|
|integer||Gets the universal network ID of this Entity (same on both client and server)|
|any||Gets a Value stored on this Entity at the given key|
|boolean||Recursively checks if this entity is inherited from a Class|
|boolean||Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)|
|Sets a Value in this Entity|
|function||Subscribes to an Event on this specific entity|
|function||Subscribes to a custom event called from server on this specific entity|
|Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed|
Inherited Actor Functions
|Adds an Unreal Actor Tag to this Actor|
|Applies a force in world world to this Actor|
|Attaches this Actor to any other Actor, optionally at a specific bone|
|Detaches this Actor from AttachedTo Actor|
|table of string||Gets all Unreal Actor Tags on this Actor|
|table of Base Actor||Gets all Actors attached to this Actor|
|Base Actor or nil||Gets the Actor this Actor is attached to|
|table||Gets this Actor's bounds|
|CollisionType||Gets this Actor's collision type|
|integer||Gets this Actor's dimension|
|float||Gets the distance of this Actor from the Camera|
|Vector||Gets this Actor's force (set by |
|Vector||Gets this Actor's location in the game world|
|Player or nil||Gets this Actor's Network Authority Player|
|Vector||Gets this Actor's Relative Location if it's attached|
|Rotator||Gets this Actor's Relative Rotation if it's attached|
|Rotator||Gets this Actor's angle in the game world|
|Vector||Gets this Actor's scale|
|float||Gets the percentage of this Actor size in the screen|
|Vector||Gets this Actor's current velocity|
|boolean||Gets if this Actor was spawned by the client side|
|boolean||Returns true if the local Player is currently the Network Authority of this Actor|
|boolean||Returns true if this Actor is being destroyed|
|boolean||Returns true if gravity is enabled on this Actor|
|boolean||Returns true if this Actor is in water|
|boolean||Returns true if this Actor is currently network distributed|
|boolean||Returns true if this Actor is visible|
|Removes an Unreal Actor Tag from this Actor|
|Smoothly rotates this actor to an angle over a certain time|
|Sets this Actor's collision type|
|Sets this Actor's Dimension|
|Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel|
|Sets whether gravity is enabled on this Actor|
|Sets whether the highlight is enabled on this Actor, and which highlight index to use|
|Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.|
|Sets this Actor's location in the game world|
|Sets the Player to have network authority over this Actor|
|Sets if this Actor will auto distribute the network authority between players|
|Sets whether the outline is enabled on this Actor, and which outline index to use|
|Sets this Actor's relative location in local space (only if this actor is attached)|
|Sets this Actor's relative rotation in local space (only if this actor is attached)|
|Sets this Actor's rotation in the game world|
|Sets this Actor's scale|
|Sets whether the actor is visible or not|
|Smoothly moves this actor to a location over a certain time|
|boolean||Gets if this Actor was recently rendered on screen|
|Sets the light color|
|Sets the light Texture Profile|
— Returns float.
local ret = my_light:GetAttenuationRadius()
See also SetAttenuationRadius.
— Returns boolean.
local ret = my_light:GetCastShadows()
See also SetCastShadows.
— Returns Color.
local ret = my_light:GetColor()
See also SetColor.
— Returns float.
local ret = my_light:GetIntensity()
See also SetIntensity.
See also GetAttenuationRadius.
See also GetCastShadows.
Sets the light color
|Color||The light color|
See also GetColor.
See also GetIntensity.
Sets the light Texture Profile
|LightProfile||The Light Profile to use|
See also 💡 Light Profiles.
Inherited Entity Events
Inherited Actor Events
|Triggered when an Actor changes it's dimension|
💡 Light Profiles
Light Profiles are texture files which describes a light's distribution from a light source using real world measured data.
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.