Video Ambient Lighting

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Light your Game or Architectural environments dynamically by video content!

  • Supported Target Platforms
  • Supported Engine Versions


• Generates Dynamic Lighting from Videos

• Supports Baked Shadows with Stationary Lights

• Highly performant implementation

• Can be shipped with Game & Architectural Visualization Projects

• Easy to connect with existing Media content


How to use

  1. Follow this detailed tutorial to set up video playback through a material on a mesh using the media framework (skip if you already have a similar setup in your scene)
  2. Add VideoAmbientLightComponent and desired amount of LightComponents to any Actor or Blueprint (if you followed the tutorial, this would be the plane you created in the 10. step)
  3. Configure lighting functionality by enabling the desired features in the details panel, typing in the names of LightComponents the plugin should connect to (they have to be part of same Actor or Blueprint), and assigning the video material to SourceMaterial (if you followed the tutorial, the video material is created in the 11. step)

Connected lights will pick up the colors of the video when you press play.

Make sure to read the tooltips on all of the attributes in the details panel!

Technical Details

Supported LightComponents:

PointLights, SpotLights, RectLights and DirectionalLights are supported, with Stationary or Movable mobility.

Stationary lights still support baked shadows while working with this plugin.

The LightComponents are identified by their name and must be part of the same Blueprint as the VideoAmbientLightComponent.

The plugin will provide smooth color transitions by default, if you need the lights to react to quick changes, explore the advanced section of the Adjustments category.

Material compatibility:

The simplest possible material would just contain the MediaTexture of your MediaPlayer connected to the emissive color output of an unlit material.

The plugin calculates the light colors based on the emissive color output of the assigned SourceMaterial. This allows for any effects added in the material to be taken into account for determining the output colors.


The performance cost of this solution is very small, it is possible to use many screens with many lights each and the performance overhead of the plugin's computations will be bearly measurable.


Feel free to contact me at if you run into any issues or have any feature requests.

Code Modules:

  •  VideoAmbientLight (Runtime) - Component that can be used in any Actor or Blueprint and handles sampling of colors from video and communicating with connected LightComponents.



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