Blueprint API

Drive PVLK Actors From Your Own Blueprints, In The Editor and At Runtime

Blueprints

When searching for the PVLK based nodes in the actor blueprint, typing in "PVLK Light Settings" isolates only the properties and functions that pertain to PVLK. You search for them by right-clicking in the Event Graph and type in PVLK Light Settings.

Light Settings
The PVLK Light Settings in the Event Graph of the blueprints (Pointlight shown).
Duplicate Blueprint
The rest of the PVLK Light Settings for Pointlight.

Blueprint Nodes

These are the available blueprint nodes for all of the PVLK light actors and the Exponential Height Fog actor.

Pointlight Nodes
The PVLK nodes for Pointlight.
Rectlight Nodes
The PVLK nodes for Rectlight.
Spotlight Nodes
The PVLK nodes for Spotlight.
EHF Nodes
The PVLK nodes for Exponential Height Fog.

Changing settings at runtime

PVLK actor properties are plain Blueprint-writable variables. After changing one at runtime, call the actor's update function to push the values onto the light:

Example — turn a light red and brighter when the player crosses a trigger:

Event ActorBeginOverlap (Box Collision)
  → Set Light Color = Red
  → Set Light Intensity = 50.0
  → Update Pointlight Settings

Same for switching the lights back:

Event ActorEndOverlap (Box Collision)
  → Set Light Color = White (Default)
  → Set Light Intensity = 16.0 (Default)
  → Update Pointlight Settings
EHF Nodes
Example blueprint nodes for making a pointlight brighter and red when the actor overlaps a box collision.
Be sure to use the Update Point/Rect/Spotlight Settings at the end, ensuring the light takes the settings.

Applying presets at runtime

Each light actor also has Apply Light Preset, which takes a PVLK Light Preset data asset and applies its flagged properties — the same assets the panel uses. Swap a Spotlight from "Stagelight" to "Lamp" with one node. Note: there's no need to use the Update Point/Rect/Spotlight Settings node, as the Apply Light Presets does that internally for you.

Notice that when changing the "shape" (Fixture) of a light, you will need to change the mobility of the Actor to Movable. If left at Stationary, the shape won't change, it will silently fail, but other properties like Intensity will still change.
EHF Nodes
Changing the light shape to a Lamp, then on end overlap, changing it to a Stagelight. No need to use Update Light Settings when using this node.

Using the components directly

The PVLK volumetric light components are Blueprint-spawnable: in any actor Blueprint, Add Component and search "PVLK". A component used this way exposes its full settings (nothing grayed out) and answers to the standard component setters — Set Intensity, Set Light Color, Set Volumetric Scattering Intensity, etc. Also, you won't need to use Update Point/Rect/Spotlight Settings since it's using the normal component setters.

Spawning lights at runtime

Spawn any PVLK light class (or your duplicated Blueprints) with a standard Spawn Actor from Class node — all settings apply on spawn, and presets can be applied right after with Apply Light Preset.