Random light blinking for each instance [solved]

Hello. I’ve made this Torch BP, with a random point light intensity to emulate fire effect. When I place 2 of these BPs in the map, they are both “blinking” in sync. How can I make them “blink” independently? Thanks.

Use a light function to do the flickering. On construct create a dynamic material instance and give it some random value for the offset.

you can get away with a pretty small texture here. there’s a low res blur noise in the engine content that will give you a nice flicker.

2 Likes

I haven’t used the from stream nodes before, so i’m not really sure how they behave. When you say ‘in this case’ are you referring to your pic or mine? In mine if you use a perlin noise texture that has a gradient it would kinda lerp the brightness level. With your setup i’d assume the finterp is handling the interpolation.
the reason why i’m recommending doing the flickering in the material is because blueprint ticks are relatively expensive.

I this case, there would be no interpolation, right? I’ve looked on google before and found this stream seed node.

Try ‘random int in range from stream’ and randomize the seed.

The stream node makes a random seed per each BP instance. I was talking about your example because I didn’t know there’s also an “interpolation” going on.

Where exactly is that low res blur noise? Can’t find it in the starter content.
EDIT: found it, but the flickering is very instant, like with no interpolation. That would be good for a lamp, but for the fire would look unnatural.