Celes Light is a custom light source designed specifically to provide multi-light rendering effects for the Celes Anime Shader, currently supporting only Point Lights. Detection of multiple light sources is currently based on Collision and Tags, and it is recommended that users have some knowledge of these two engine systems.

Rules and Limitations

Tutorial Video

https://youtu.be/tonDCJtENn0

Setup

  1. Drag the Celes Light into the scene and configure its light source properties as well as the Collision and Tags for detection. Celes Light Path: CelesAnimeShader/BP/CelesLight/LightInstance/BP_CelesPointLight After placing it in the scene, select it in the Details panel, and set the light source properties. In the Details section, find CelesLightEffectObjectType and CelesLightFilterActorTag. These two parameters will affect the objects detected by the light source. Please remember the current property values, as they will be used when adjusting the objects receiving the light later.

    You can adjust the light source properties just like a regular light source.

    You can adjust the light source properties just like a regular light source.

    The condition for objects that this light source can detect

    The condition for objects that this light source can detect

  2. Open the character Blueprint and add an 'AC_CelecLightReceive' component.

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  3. Click on 'Class Default,' and in the Details panel, search for 'Tag.' Under 'Tags' within 'Actor,' add a 'ReceiveCelesLight.’ *The 'ReceiveCelesLight' added here corresponds to the 'CelesLightFilterActorTag' on the light source from step 1.

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  4. Select the character's MeshComponent, go to the Details panel, and search for 'Tag.' Under 'ComponentTags,' add a 'ReceiveCelesLightMesh.’ *If there are multiple Meshes within one Blueprint that need to receive light sources, each MeshComponent needs to add this tag.

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  5. Click on the CollisionComponent within the BP and in the Details panel, search for 'Collision.’

Check 'GenerateOverlapEvents.' Set 'ObjectType' to 'Pawn.' *Setting 'ObjectType' to 'Pawn' corresponds to the 'CelesLightEffectObjectType' on the light source from step 1. If you want to set it to a different type, you must modify the light source parameters accordingly.

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  1. Press 'Compile' and return to the scene.

  2. Drag the character BP next to the light source. At this point, you may notice that the character is still not affected by the light source. There are two solutions: 1.Move the light source to update the detection. 2.If you have already calculated the Lightmap for your light source and don't want to move it, use the manual refresh method. If all the settings above are correct, you will see the character being influenced by the Celes Light.

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  3. If your character BP is generated after pressing 'Play,' you can skip step 7 and directly play to check the lighting effects.

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Manually Refreshing Light Information

Since the product does not use C++, the data refreshing for light sources is limited to the custom light source actor in blueprints. This means that when the engine is in Editor mode, the only way to update the information for objects receiving light is by moving the light source. Even when you delete the light source, the objects receiving light will retain the old light source information. To address these issues in Editor mode, a method for manually updating all light sources in the current scene is provided.

  1. Locate the following path: CelesAnimeShader/BP/CelesLight/EB_ManualUpdateCelesLight