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.
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…
Ok last question 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?