How to use a multiplier to mutiple lights in a blueprint?

I have an actor that has 3 point lights in it. Each of the three point point lights has a unique intensity value. What Id like to do is have a multiplier variable that can be promoted so that I can amplify the collection of lights by this multiplier.

I dont want to force each light to be the value of the variable, rather I want to multiply whatever each light is set to by the variable and then the lights have this new value.

Basically the end idea being, when I drop the actor in a different overall scene lighting situation, I have an easy-to-access way to dial up or dial down the lights in the blueprint so it meets the needs of the level.

How would this be done in a blueprint actor?

Try this:

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Oh that looks slick, Ill give it a go.

Is there a way for this to work with a group of specific lights, and not calling on all point lights in the actor? I know, in my example thats what I described, so your solution is on point for that. But I probably described the scenario too simply…

So what if i had the three point lights that i want to affect, but there are other point lights in the actor as well that I dont want affected by this new control?

I feel like I need an array here, wherre I assign the three point lights in question to the array, and then manipulate them from there… But I have no clue how to actually set that up…

Thoughts?

You can use tags in this case:

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Thats awesome Supremative!! Thank you :slight_smile:

What node is the one that says (Target Intensity) thats feeding into the multiplier?

Blueprint nodes are context sensitive, the best way to get the right node is to drag a wire first and then search for what you need:

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This way you’ll get filtered and relevant results only. In this instance, we’re accessing this property of the spotlight:

Get allows you read the a value and Set to assign a new one.

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hmm… I pull off of a light, and I get the top node (Set Intensity), but not the bottom one?

image

What do you get (ehm) if you do the above?

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Ah hah! I was ‘setting’, not ‘getting’. Thanks Everynone!

Ok last question :slight_smile: I just realized I dont have this new multiplier input defined anywhere. I was hoping to have a variable that I could publish/expose whatever so its on the actor details panel. Where would I make that connection? On the clamp node?

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PromoteVariable

image

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That what I was missing :slight_smile: thank guys, for everything. Works like a charm and very expandable!

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