Changelog
Changelog
Version 1.2
Added
Try To RegisterBlueprint function for spot and point light components. This allows you to manually register a light in cases where auto‑registration fails.
Allow Texture Lightsvariable to the Distant Lights Manager, enabling you to skip texture lights and save memory on post‑process and render target creation.Run On Constructionvariable 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.

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.

Version 1.0
- Initial realese.
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