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How to get intensity in blueprint

My goal is to use a Level blueprint to alter the intensity of a light and then return it back to the initial intensity. I don't see a GetIntensity node and do not know how to pull in this setting. If I select the light in the main editor and then use the context sensitivity in Blueprint I don't see a get that seems to work. I'm new to UE4 so any blueprint theory and how to's for this would be very helpful!

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asked May 04 '15 at 08:23 PM in Blueprint Scripting

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Light-Actors are a little bit strange. You have to access the internal light component to get the node you need:

alt text

Don't know why they didn't expose it in the point light itself.

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answered May 04 '15 at 08:41 PM

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avatar image Fred5 May 04 '15 at 09:27 PM

Thank you! What type of node is the Light Component in the image above?

avatar image spyro May 04 '15 at 10:36 PM

Hi Fred5,

it's just a normal getter node. Just drag a pin out of point light and type 'get light component'.

avatar image Fred5 May 04 '15 at 11:10 PM

Got it! Thanks!

avatar image Fred5 May 04 '15 at 11:41 PM

When I wire this into a SetIntensity is says the the variable is not in scope and the int does not get set. Do I need another node between this setup and the SetIntensity?

avatar image RyanB STAFF May 05 '15 at 03:13 AM

Was it wired up like this? This is a simple level blueprint with 1 pointlight:

alt text

After playing and typing "ce light" at the console, the screen goes bright as expected.

avatar image Fred5 May 05 '15 at 04:09 PM

Here is how I have it wired and it will not allow a connection to the LightComponent from the SetIntensity target. Still getting 'not in scope'. alt text

avatar image spyro May 06 '15 at 08:23 AM

Im am not sure what exactly is your goal here. You first set the intensity to 0, and then you set it to 0 again (because that's the current value of intensity).

If you want to set it back to the original value you have to save it first into a variabale (there is no 'reset'-node unfortunately).

The 'not in scope' error is normal, I fear. The blueprint debugger is basically broken in the current state of the engine (4.7.6).

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