[Feature Request] Set Lightning channel from blueprint

Currently we can only get the lightning channel from blueprint. It will be cool if we will able to set the lightning channel from blueprint. Is this feature on the road-map in next release?

129214-channel.jpg

bump. It would be great to have these settable.

very useful

Is there a reason this is not a thing ? It seems so simple to implement …

Yes, this would be very useful… spawning actors without the ability to set lighting channels has been a reoccurring issue for us on our project. Would love to see this added.

Is there any way to do this in C++ and add a custom blueprint node? I also need this feature.

Can do using something like this:

UFUNCTION(BlueprintCallable, Category = hello)
static void SetLightChannel(UPrimitiveComponent* mesh, int chan_id)
{
	mesh->LightingChannels.bChannel0 = 0;
	mesh->LightingChannels.bChannel1 = 0;
	mesh->LightingChannels.bChannel2 = 0;

	switch(channel_id)
	{
	case 0: mesh->LightingChannels.bChannel0 = 1;	break;
	case 1: mesh->LightingChannels.bChannel1 = 1;	break;
	case 2: mesh->LightingChannels.bChannel2 = 1;	break;
	}
}

Just checked, it works. You can grab mesh out of actor - UStaticMesh, which is UPrimitiveComponent as well.