Using the assets in the Switches And Lights pack
This pack contains models and Blueprints for adding lights and electrical fittings to your scene. Not only do these decorative items add finishing details to your scene, the lights can be wired to the switches to make them functional.
All the assets are constructed at high detail in real world sizes primarily to fit architectural visualisation scenes. However, for this reason the items may seem small for game environments. All the assets can be scaled and adjusted to fit such applications with no ill effects on the operation of the items.
For a preview, take a look at the video here.
Quick Start Guide
The lights and switches have been constructed to make placing, connecting and editing of their appearance as simple as possible. They should be able to be placed and used with little or no set up or adjusting, other than to suit your own visual preference.
Simply follow these steps to see how to place a light in the scene and to make it function by flipping a switch.
1. Load the tutorial map
2. Place a light object
Go to the folder
3. Adjust the light settings
4. Place a switch
5. Adjust the switch appearance
6. Connect the switch to the light
8. Add more lights and switches
Once you've got the hang of this combination, add more lights and switches to the scene and wire them up in different combinations. If you want to remove lights from a switch control, click the arrow next to the light name and select 'Delete'. To clear them all, click the trash icon next to the Target Lights setting. If you want to delete a light from the scene, you may get an Unreal warning saying that there are other actors that refer to it. Don't worry, it will just mean that those switches that operate it will have an empty entry in the Target Lights setting, but this won't adversely affect the operation of the lights.
Scene and example maps
Along with the overview scenes containing the mesh and material variants, the package contains a folder of example scenes to both demonstrate the object usage in situ and provide tutorials for using objects in conjunction.
All the example files are found in:
This scene features a series of rooms with different examples of lights in each. The lights are wired to a switch for each room to demonstrate how user interactions work.
This scene features the switch and light actors placed along a display wall along with short descriptions of the objects.
There are four light types: a ceiling lamp, a pendant light, a wall light and an adjustable downlighter. These are all provided as blueprint actors in the folder
There are 12 switch and panel actors included as blueprint actors in
SwitchAndLightPack>Blueprints. The actors fall into two functional types:
Working switches and sockets
Any switch, panel or socket that has a physical switch as part of the object can be assigned to control lights. Although visually different, all these actors share a common set of controls to determine their visual appearance and functionality.
The switches have the following settings
- Material: Sets the material instance of the panel and switch. These are found in the folder
- Switch On?: Sets the toggle position of each switch in the actor. That is that a panel with three switches will have three instances of this setting. NOTE: The dimmer switch has no control here, since the switch does not visually change position when used.
- Target Lights: This is an array of lights in the scene that are to be controlled via the switch actor.
To place a light under the control of a switch. Click the + next to the Target Lights control. At this point the light will become an active controller, adding an activation region and a target area allowing the player to interact with the light switch. An array element will appear in the panel ready to accept a light. To assign a light, select one from the drop down list by the array element or use the eye dropper icon next to the entry to pick one from the scene. You can assign as many lights in the scene as you want to a single switch and any mumber of switches can control a single light. So, for example, you can control a whole set of downlighters with one switch or have a landing light controlled by a switch downstairs and another upstairs. If you add multiple instances of the same light in the array, they will remain in the list, but will have no additional effect in the scene.
NOTE: The switch will only work when you press Play. It won't function when in edit mode.
- Separate Switch Material [Advanced Parameter - click arrow to open]: A second material instance can be assigned to the actor to alter the appearance of the switch components. If this metting is empty, the switch will take on the material instance assigned tot he whole actor.
- Highlight material: When the switch is in range and being targetted by the player, a glow as added around the object. The appearance of this glow is determined by the highlight material instance. By default, it is a green glow and alternative material instances are included in orange and with an animated 'pulse'.
Each interactive switch has a set of default input trigger events in its Event Graph. If you have a game mode set up with bindings, just add the input event at the same point to add your own input control and remove any unwanted inputs. A game mode binding was not included by default to stop the system being limited to a particular Game Mode or predetermined project setting.
These are placed as actors and can have their materials set via the details panel. However, since they have no switches, they cannot be assigned to control lights. NOTE: The highlight material setting has no effect since the items are not interactive.