FAQ

The questions we expect — and the honest answers.

Why is Intensity greyed out on the light component?

On a PVLK light actor, the everyday settings (intensity, color, temperature, radius, volumetrics) are controlled from the PVLK Light Settings category on the actor — that's the whole point of the kit. The same properties on the component are shown read-only so you always see the live values, but edits happen in one place. Hover any greyed property and the tooltip points you to the right spot. If you use a PVLK light component inside your own Blueprint actor, nothing is greyed — you have full control.

My light won't change color at runtime.

Check the light's Mobility. A Static light is baked — Unreal ignores runtime changes to it by design. Set the light to Movable (or Stationary for color/intensity only), then call the light's Update...Settings function after changing properties. See the Blueprint API page.

How do I share PVLK with my team through source control?

Copy the plugin into your project's Plugins folder and commit it — teammates then need nothing from FAB on their machines. Full steps on the Installation page.

Where do my duplicated lights go?

With Auto Name and Auto Folder on, duplicates are saved to /Game/PVLK_Plugin_Folder/<light type folder> and named for you — preset lights keep their recipe name (like PVLK_Pointlight_Candle_Warm_Cinematic). With it off, you get a save dialog and full control, and PVLK remembers your last folder per light type. Folder names are yours to change in Project Settings.

I deleted a PVLK Blueprint and now my map logs warnings.

Any placed actor whose Blueprint was deleted leaves warnings behind — in World Partition maps they show up on every load. It's engine behavior, not data loss, and the cleanup takes a minute: see Troubleshooting.

Can I use PVLK lights without the fog and post process?

Yes. The volumetric setup is optional — skip the setup button, or spawn lights with the Clean volumetrics preset, and they behave as ordinary lights with PVLK's workflow and organization on top.

Does PVLK work in packaged games?

Yes. The lights, fog, and post process are runtime classes and cook cleanly; all the editor tooling stays out of your builds. Editor-only icons never show in game.