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Area Light

Area Light

Use the Area Light component on an entity to light an area.

The Area Light component has the following settings:

Visible
Shows the light.

On initially
When created, the light is on by default.

General Settings

See the following general settings:

Color
The color of the light.

Diffuse multiplier
Sets the strength of the diffuse color.

Specular multiplier
Sets the strength of the specular brightness.

Ambient
Light acts as a multiplier for cubemap values.

Area Light Settings

See the following area light settings:

Area width
Width of the area light in meters.

Area Height
Height of the area light in meters.

Max Distance
Maximum distance in meters that the area light extends.

FOV
Field of View (FOV) in degrees.

Options

See the following options:

View distance multiplier
Adjusts the maximum view distance. For example, 1.0 uses the default and 1.1 is 10% farther than the default.

Minimum spec
Minimum specification value at which the light is enabled.

Cast shadow spec
The minimum specification at which shadows are cast.

Voxel GI mode
Mode for light interaction with voxel global illumination (GI). Choose None, Static, or Dynamic.

Use VisAreas
Light uses visible areas. If unselected, light ignores visible areas.

Indoor only
Light is only rendered indoors.

Affects this area only
Light affects only the immediate area.

Volumetric fog only
Light affects only volumetric fog.

Volumetric fog
Light affects volumetric fog and surrounding area.

Shadow Settings

See the following shadow settings:

Terrain Shadows
Includes the terrain in the shadow casters for this light.

Animation

See the following animation settings:

Style
Enter a number to specify a preset light animation curve to play as defined in the Light.cfx file. Valid values are 0 to 48. You can also use values 40 to 48 for testing and debugging.

Speed
Multiple of the base animation rate. For example, a value of 2.0 makes an animation play twice as fast.

Phase
Animation start offset from 0 to 1. A value of 0.1 is 10% into the animation. For example, you can use this setting, for to prevent lights in the same scene, with the same animation, from being animated in unison.

EBus Request Bus Interface

Use the following request functions with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) system.

SetLightState

Turns the light on or off.

Parameters
On or Off

Return
None

Scriptable
Yes

TurnOnLight

Turns the light on.

Parameters
None

Return
None

Scriptable
Yes

TurnOffLight

Turns off the light.

Parameters
None

Return
None

Scriptable
Yes

ToggleLight

Toggles the light state from on to off, or off to on.

Parameters
None

Return
None

Scriptable
Yes

EBus Notification Bus Interface

Use the following notification functions with the EBus interface to communicate with other components of your game.

For more information, see Working with the Event Bus (EBus) system.

LightTurnedOn

Sends a signal when the light is turned on.

Parameters
None

Return
None

Scriptable
Yes

LightTurnedOff

Sends a signal when the light is turned off.

Parameters
None

Return
None

Scriptable
Yes

The following is an example of script using the Request Bus Interface.

function example:OnActivate()
    LightComponentRequestBus.Event.TurnOnLight(self.entityId)
    LightComponentRequestBus.Event.TurnOffLight(self.entityId)
    LightComponentRequestBus.Event.ToggleLight(self.entityId)
end