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.
Blueprint Nodes
These are the available blueprint nodes for all of the PVLK light actors and the Exponential Height Fog actor.
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:
Update Pointlight Settings— on the PVLK Pointlight actorUpdate Spotlight Settings— on the PVLK Spotlight actorUpdate Rectlight Settings— on the PVLK Rectlight actorUpdate EHF Settings/Update PPV Settings— on the setup actors
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
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.
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.