Feature Request: Add ‘set/get visibility’ Script Canvas node for lights (like in Lumberyard)
pwalterscarb opened this issue · comments
There’s no set/get visibility
Script Canvas nodes for lights like there was in Lumberyard. Can we get Get Visibility and Set Visibility script canvas nodes?
Otherwise, how do we turn lights on and off? I could set the light intensity to 0 but if I have a lot of lights with different intensities then resetting those lights later is much more difficult than just turning them on and off.
The alternative would be to get a list of all lights with their intensity values, store those somehow and then reapply them later. Not sure if that's possible in script canvas and would be considerable more work.
Screenshot of visibility nodes in Lumberyard
Screenshot of visibility nodes in O3DE
Found in Branch
https://github.com/carbonated-dev/o3de
Commit ID from o3de/o3de Repository
custom engine version 2310.2
Desktop/Device:
Device: [PC]
OS: [Windows]
Version [10]
CPU [Intel(R) Xeon(R) CPU E5-1650 v3 @ 3.50GHz, 3501 Mhz, 6 Core(s), 12 Logical Processor(s)]
GPU [NVIDIA GeForce RTX 3090]
Memory [32GB]
We should probably add a visibility or active flag to the *LightComponentConfig
structs to allow the user to control light visibility.
For example the DirectionalComponentLightConfig
could add an m_visibility option and reflect that to the BehaviorContext.
Keeping it open for anyone to grab. This essentially requires behavior context bindings plus may require some internal plumbing.