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How to toggle the Emissive Static Lighting on/off using Used Trigger?

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    How to toggle the Emissive Static Lighting on/off using Used Trigger?

    Hi all its my first time so I wanna ask if there is a way to toggle the Emissive Static Lighting on/off from a static mesh using the Used Trigger and also change its Material Instance at the same time?

    #2
    What is the final result you want to achieve with this? Like a turn on/off effect?
    You could create a Matinee sequence in kismet for this. Create a new property track with your object selected and choose the brightness of the light. Change its values between 0 and a number to turn it on/off. No need to turn the emissive static lighting on/off. Just brightness.

    Hope I explained myself. My english is not too good :S

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      #3
      Yes a Static Mesh Light that turns on/off.

      I've already made it by Vector Material Param Track using Matinee but everytime I loaded the game the MaterialInstance went missing. The lights where suppose to be in switch off(from MaterialInstance) when you the start of the game.

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        #4
        You cannot use such a trigger since the emissive lighting is baked into the lightmaps. So in order to have them removed (on/off) you have to rebuild lighting each time. Something you can only do in the editor and not during runtime (gameplay).

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          #5
          Oh I see so this means I have to rely on the PointLightToggleable. Thanks.

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