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Version: latest - a1.30.x ⚖️

💡 Light

A Light represents a Lighting source.

This class can be spawned on both 🟧 Client and 🟦 Server (if you spawn it on client, it won't be synchronized with other players).
This class shares methods and events from Base Entity Base Actor .

🎒 Examples

local my_light = Light(
Vector(-152, 245, 115),
Rotator(0, 90, 90), -- Pertinent uniquement pour les types d'éclairage Rect et Spot
Color(1, 0, 0), -- Teinte rouge
LightType.Point, -- Type de lumière "Point"
100, -- Intensité
250, -- Rayon d'atténuation
44, -- Angle du cône (ne concerne que le type de lumière Spot)
0, -- Angle du cône intérieur en pourcentage (ne concerne que le type de lumière Spot)
5000, -- Distance maximale d'affichage (bon pour la performance - 0 pour une distance infinie)
true, -- Utilisation ou non de l'affaiblissement de la distance au carré inverse basé sur la physique, où le rayon d'atténuation limite uniquement la contribution de la lumière. (Spot and Point types only)
true, -- Projeter des ombres ?
true -- Activé?

🛠 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?)
Vector location
Rotator rotationRotator(0, 0, 0)Relevant only for Rect and Spot LightTypes
Color colorColor(1, 1, 1)
float intensity30
float attenuation_radius250
float cone_angle44Relevant only for Spot LightType
float inner_cone_angle_percent0Inner Cone Angle Percent (Relevant only for Spot LightType) (0-1)
float max_daw_distance5000Max Draw Distance (Good for performance) - 0 for infinite
boolean 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)
boolean cast_shadowstrue
boolean visibletrue

Nanos World met à disposition 3 types de lumières : Spot, Point et Rect. Toutes les entités Light sont dynamiques, et donc très coûteuses! Gardez cela à l'esprit avant de faire apparaître 1000 lumières 😉.

🗿 Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/entity
table of Base Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes 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 entity doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes 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
SetValueSets a Value in this Entity
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/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
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
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline 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
SetRotationSets this Actor's rotation in the game world
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)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets the percentage of this Actor size in the screen


Sets the light color
Color colorThe light color


Sets the light Texture Profile
LightProfilelight_profileThe Light Profile to use


boolean is_shadows_enabled


float intensity


float attenuation_radius


Returns boolean
local ret = my_light:GetCastShadows()


Returns float
local ret = my_light:GetIntensity()


Returns float
local ret = my_light:GetAttenuationRadius()


Returns Color
local ret = my_light:GetColor()

🚀 Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
DimensionChangeTriggered when an Actor changes it's dimension
This entity 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.


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.