Points have a limit to have far they will shine their light. The direction light appears to cast infinitely in a direction. Is it possible to modify the point light to mimic the direction lights infinite lighting ability?
I see in the pointlightcomponent.h that AttenuationRadius has a limit of 16384.0. I’m currently needing a limit of around 100000.0. The comment above it says that the larger the light the more of a performance hit. So first thing is can I free up this limit and the light will exceed the limit? And if so what kind of performance hit can I expect?
So I attached a point light as a component and then setAttenuationRadius to the length I needed. This appears to work some (once I disabled the editor fog). What I’m noticing though is that the light clamps out around 50,000 units radius, but only when “Cast dynamic Shadows” is toggled on. Toggling it off appears to clamp out around the 100,000 units mark (which almost works for me). Any idea what would be causing this clamping? I’d like to go and modify it to allow for a little more room.
Setting the Attenuation radius through code allows the UI limit to be broken. For my purposes I found that setting the numbers for intensity, attenuation radius, and use temperature, and have the temperature cranked. Then disable Cast dynamic shadows allowed the lighting to work across far distance. Not sure of the total performance impact but so far it appears to be working without a noticeable hit.