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Changelog

Version 1.2

Added

  • Try To Register Blueprint function for spot and point light components. This allows you to manually register a light in cases where auto‑registration fails.
  • Allow Texture Lights variable to the Distant Lights Manager, enabling you to skip texture lights and save memory on post‑process and render target creation.
  • Run On Construction variable to allow manual light building in Blueprints — useful for fully dynamic scenarios with procedural generation.
  • Start and end cull distances variable for mesh/sprite lights. Allows to cap max draw distance on instanced distant lights. New blueprint nodes in 1.2

Fixed

  • Fixed an issue where new dynamic lights were not properly registered at runtime in some situations.
  • Various small non‑critical fixes and cleanup.

Changed

  • Added separate categories for variables in the Distant Lights Manager.
  • Increased the size of the editor actor sprite in the Distant Lights Manager.
  • Updated the example project to the latest version of the plugin.

Version 1.1

Added

  • Specular scale for mesh and sprite lights.

Fixed

  • Fixed incorrect distance calculation for spot light fade mask.
  • Various small non-critical fixes.

Changed

  • Shortened the distance at which mesh lights and flares collapse vertices, improved performance a bit.
  • Switched from Blinn-Phong to approximate GGX specular: cheaper and more native-looking.
  • Specular highlights are enabled by default.
  • Default Specular value is now 1 and clamped to 1 (matching Unreal).

Version 1.02

Added

  • Added a parameter to control fog intensity for all distant lights in the manager.
  • Added Blueprint functions for runtime fog control. New fog functions

Version 1.0

  • Initial realese.
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