Blueprint - Set Attenuation Radius on Spotlight does nothing
I'm Spawning SpotLight actors into my map. Setting intensity works fine; setting attenuation radius (and outer cone angle) does nothing. Observing the Spotlight objects in the editor while playing reveals the radius is at the default 1000.
Here is how I am spawning and setting the spotlight variables:
And here is an example (they are all the same) of a spawned in SpotLight instance:
Any help is appreciated.
asked Mar 24 '16 at 05:25 PM in Bug Reports
You'll need to ensure that the Spot Light component is set to Movable in order to change its attenuation radius.
Hope that helps
answered Mar 15 '17 at 03:12 PM
Sean L ♦♦ STAFF
I have the same issue.
It seems that Set Attenuation Radius node only works on Point Light Component.
Does anyone confirm this?
answered Sep 26 '16 at 01:52 PM
I'm also hitting this issue. I'm doing some arch-viz stuff, and I need to be able to generate a couple hundred lights that I can tune from a master object. My blutility does a good job on just about everything I need, but for the ability to set cone size and attenuation radius.
I've tried a couple of different paths. For example, I know that I can modify these values regardless of object mobility from the light's Constructor script, but I can't seem to trigger the constructor on the lights to execute without moving the light directly, which doesn't scale well over hundreds of lights. I can't set the mobility of the light in script (which I guess makes sense), even in a Constructor (notably, the tool tip on "Get Mobility" says it's only safe to set Mobility in a Constructor, but I still can't figure out how to get blueprint access to it). And when I created a new Blueprint class based on the Spot Light Actor, the mobility of the inherited spotlight component cannot be edited within the blueprint editor. It can only be changed per instance, once the it has been placed in a map, which, again, doesn't scale well over hundreds of lights.
What I'd really need, given the restrictions on changing these properties on non-Movable objects is the ability to either temporarily set mobility to Movable, make my changes, and then restore the Stationary state, or the ability to request a Constructor script run, even if only from another Constructor. Or just some other way to "promise" that this call isn't happening at run time.
answered Mar 27 '17 at 05:32 PM
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