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Version: bleeding-edge 🩸

πŸ’‘ Light

A Light represents a Lighting source.


πŸ’‚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).
πŸ‘ͺInheritance
This class shares methods and events from , .
πŸ§‘β€πŸ’»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!

πŸŽ’ 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?
)

πŸ›  Constructors​

Default Constructor

No description provided

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
light_typeLightType.PointNo description provided
intensity30No description provided
attenuation_radius250No description provided
cone_angle44Relevant only for Spot LightType
inner_cone_angle_percent0Inner Cone Angle Percent (Relevant only for Spot LightType) (0-1)
max_daw_distance5000Max Draw Distance (Good for performance) - 0 for infinite
use_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)
cast_shadowstrueNo description provided
visibletrueNo 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 πŸ˜‰.

πŸ—Ώ 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
of Returns a table containing all Entities of the class this is called on
Returns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
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

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
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
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
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
Light inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
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
of Gets all Unreal Actor Tags on this Actor
of Gets all Actors attached to this Actor
or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
Gets a Socket Transform in world space given a bone or socket name
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
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
Gets if this Actor was recently rendered on screen
ReturnsNameDescription
No description provided
No description provided
ColorNo description provided
No description provided
No description provided
No description provided
Sets the light color
No description provided
Sets the light Texture Profile

GetAttenuationRadius

β€” Returns .

local ret = my_light:GetAttenuationRadius()

See also SetAttenuationRadius.


GetCastShadows

β€” Returns .

local ret = my_light:GetCastShadows()

See also SetCastShadows.


GetColor

β€” Returns Color.

local ret = my_light:GetColor()

See also SetColor.


GetIntensity

β€” Returns .

local ret = my_light:GetIntensity()

See also SetIntensity.


SetAttenuationRadius

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

See also GetAttenuationRadius.


SetCastShadows

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

See also GetIntensity.


SetTextureLightProfile

Sets the light Texture Profile

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

See also πŸ’‘ Light Profiles.

πŸš€ Events​

Inherited Entity Events
Light inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered 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
Triggered when an Actor changes it's dimension

This class doesn't have own events.

πŸ’‘ 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 .