Stationary lights in Blueprints

I’m trying to create a blueprints for flickering stationary light posts.
My issue is that the only Point Light component you can add to a blueprint does not indicate if it’s a movable, stationary or static light and I didn’t find any way of modifying it.

By default, after building the level, the light is fully dynamic and does not cast static shadows.
I noticed the Modify frequency parameter in the Transform panel and changing it to MF_Static seems to cause Lightmass to ignore the lights.

Setting it to MF_OccasionalyMoving builds static shadows but those break anytime I press Play.

Am I missing something ?

Hi Jeremie,

I have been investigating this issue and here is what I have found:

MF_Static functions as Static light

MF_Dynamic functions as Moveable Light

MF_OccasionallyMoveable functions as Stationary Light

This is not the final naming convention of the lights and it is planned to make them the more obvious names. By “functions as” I mean “supposed to function as” since. I have compared Beta3 to an internal update, it appears that this component will be experiencing some streamlining and fixing in a future build. I hope that this has helped.

Thank you,

Alexander

Alright thanks, I’ll keep the flickering for a later build then and just use MF_OccasionallyMoveable meanwhile.

Alexander is right about the mapping. In the next build, there are no more ‘StationaryDirectionalLight’, ‘MovableDirectionalLight’ etc actors, there will just be a DirectionalLight actor which has a DirectionalLightComponent, and you set the ‘Mobility’ property on that component to say how you want it to behave. The options are the same as before: Movable, Stationary or Static. This makes placing a light in the level more consistent with creating a light component in your blueprint: the behavior is all driven by the Mobility property.

I just fixed a bunch of bugs with operating on a stationary light component in a blueprint which would cause lighting to be unbuilt in various situations. These will be in the next Rocket build. Unfortunately there is still one bug which is that when you recompile a blueprint that has a construction script which adds a stationary light component, it will unbuild lighting. As a workaround you can just add the component to the components list instead of in the construction script.

That’s great news!
I was adding the light as a component anyway in my blueprint, so everything should work fine, thanks.