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Each lamp instance offers a wide array of exposed parameters to edit the instance with ease. The prime goal was to offer an easy and versatile interior prop control scheme.
The usuals apply, attenuation radius, intensity, an on/off toggle, but I allowed myself to delve into some further improvements;
Temperature and manual color mixing, the user can control the temperature of the light, which will propagate both to the omnilight and emissive materials, and correctly blend with any custom color values set as well.
Lamp mesh is lit by the indirect lighting cache but also casts shadow on the precomputed lightmass bake. It allows the complicated geometry of the lamps to receive smooth and lighting, without having to bake large resolution lightmaps for each lamp instance. With a little hack, the dynamically lit lamps meshes which would otherwise be invisible to the GI solver, now also cast a shadow on the static light built.
Frosted glass material, with the user able to adjust the light's scattering though the glass, and the glass darkening effects. Values to break the PBR bond added to free artistic potential.
The pack comes with a showroom map, and an usage example map with further details and use cases of each property exposed by the instances. As well as a short wall of text on the actual Blueprint inner workings.
For any questions contact me on email@example.com, or Mischievous on Unreal 4 Forums.
Props scaled to Epic skeleton: Yes
Texture Size 2048
Collision: Complex used as simple.
Vertex Count: 4.5k Average
LODs: Automatically Generated as Large Props
Number of Meshes: 31
Number of Materials and Material Instances: 7
Number of Textures: 3
Size of content: 40 MB
Size of example content: 356MB ((Delete Example Content Folder once reviewed))
Supported Development Platforms: PC
Supported Target Build Platforms: PC, PS4, XboxOne
Documentation: All necessary information is described in the "Usage Example" map. Each value property is explained in detail there.
The Showroom maps use the default First Person playable character, but if your project lacks an input scheme ((Turn, LookUp, MoveForward, MoveRight axis mappings, found in Project Settings - Input)) when you play the map, you will not be able to move. But all projects created on the FisrtPerson or ThirdPerson template will have these set by default.