No. 0763 DE DesignEQLabs Pro
Light Painter
Module: Design · Category: LevelDesign · Tool ID:
LightPainter
Light Painter is an editor mode for placing lights by pointing at the surface they belong on. Choose a light type and its settings in the panel, then click in the viewport: the light lands on the surface under the cursor, offset along its normal. The same panel lays out lights in bulk (mirrored pairs, evenly spaced rows, lines, grids and spline paths) and edits them afterwards as a group.

The same set before and after a Light Painter pass:


When to use it
Section titled “When to use it”- Iterative lighting passes, where you place and move many lights quickly
- Practical and fill lights: lamps, sconces, strip lights and bounce fills
- Repeated fixtures such as corridor sconces, ceiling grids and path bollards
- Rough lighting on a whitebox before the art pass
What it isn’t for
Section titled “What it isn’t for”- Key lighting for the whole level. Place and tune the sun, sky and hero key lights by hand.
- Baking. Light Painter places light actors; building lighting is still a separate step.
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for Light Painter, or browse to Design → LevelDesign.
- Click the tool card, then click Activate.
- The Light Painter panel opens beside the viewport. The mode stays active until you click Deactivate or press Esc.
Placing a light
Section titled “Placing a light”Choose Point, Spot or Rect under Light Type, then click a surface in the viewport. The brush preview shows the light’s radius before you commit.



| Setting | What it does |
|---|---|
| Intensity and Units | Brightness in Unitless, cd (candelas), lm (lumens) or EV |
| Radius | The light’s attenuation radius |
| Cast Shadows | Whether the placed light casts shadows |
| Inner Angle, Outer Angle | Spot lights only: the cone |
| Width, Height | Rect lights only: the emitting area |
| Light Color | A swatch, one of nine presets, or a temperature in kelvin with Use Temperature |
| Mobility | Static, Stationary or Movable |
| Normal Offset | How far (cm) the light sits off the surface, along its normal |
| Align | Which way the light faces: Surface, World Up, Camera or Custom pitch and yaw |
Hold Shift while clicking to place a spot light regardless of the selected type.
Placement modes
Section titled “Placement modes”Each mode below places several lights from one gesture. Line, Paint Drag and Grid are mutually exclusive; turn one on and the others switch off.
Mirror
Section titled “Mirror”Places a second light reflected across a world plane through the origin. Pick the Mirror Axis (X, Y or Z) to flip east–west, north–south or floor–ceiling. Useful for symmetric set lighting and paired sconces.

Paint Drag
Section titled “Paint Drag”Hold the left mouse button and sweep across surfaces. A new light drops every Spacing centimetres of cursor travel; release to finish the stroke.

Click a start point and an end point. Line Count lights are placed along the segment, both ends included. Position and normal are interpolated between the two clicks, so Line works best on flat surfaces.

Click one corner and then the opposite corner. Rows × Cols lights are placed in the plane of the first surface you clicked; the panel shows the total before you commit. Use it for ceiling grids, wall panels and floor pads.

Spline Follow
Section titled “Spline Follow”Pick any actor with a spline component and set Samples. Generate Lights Along Spline places that many lights, evenly spaced by arc length so tight and loose curves get the same spacing. Align to Tangent points each light along the curve.

Press Esc during a line, grid or drag to cancel the pending placement without leaving the mode.
Shaping the light
Section titled “Shaping the light”IES Profile takes any TextureLightProfile asset. The gallery below it lists every IES profile in the project; click Refresh after importing new .ies files.

Advanced (Lumen / Volumetric) sets three per-light values:
| Setting | What it does |
|---|---|
| Soft Source Radius | Softens shadows and highlights, as if the source were larger. 0 is a point source. |
| Indirect Intensity | Scales the light’s bounce contribution. 1.0 is physically correct. |
| Volumetric Scattering | Scales the light’s contribution to volumetric fog. 0 means no light shafts. |

Reusing settings
Section titled “Reusing settings”- Alt+click a light in the viewport to copy its settings into the panel.
- Alt+Shift+click a surface to take its material’s base color as the light color. This works for materials and material instances that expose a
BaseColorparameter. - Presets save every setting (color, temperature, IES and placement) under a name, as JSON in
Saved/EQLabs/LightPainterPresets. Load and Delete work on the preset picked in the list.



Editing what you placed
Section titled “Editing what you placed”Batch Edit Placed Lights lists every light placed this session. Select some or all of them, then drag Intensity or Temp (K), or click Pick Color…; the change applies to the selection only. Each drag is a single undo step.

Every placement is one undo transaction, so Edit → Undo removes a whole line, grid, stroke or spline set in one step. Inside the mode, Undo Last (or Ctrl+Z in the viewport) removes only the most recent light, and Clear All removes every light placed this session.


Stationary lights
Section titled “Stationary lights”Unreal allows at most four overlapping Stationary lights in one area. Beyond that, the extras fall back to fully dynamic lighting and lose their baked shadows. With Mobility set to Stationary, turn on Show Stationary Overlap Heatmap to draw a sphere at every Stationary light in the level: green where the limit holds, red where four or more overlap.


Viewport controls
Section titled “Viewport controls”| Input | Result |
|---|---|
| Click | Place a light (or the first point of a line or grid) |
| Shift+click | Place a spot light |
| Click and drag | Paint a row of lights (with Paint Drag on) |
| Alt+click a light | Copy its settings into the panel |
| Alt+Shift+click a surface | Take the surface’s base color |
| Ctrl+Z | Remove the most recent light |
| Esc | Cancel a pending line, grid or stroke; press again to leave the mode |
Output
Section titled “Output”Light Painter creates ordinary APointLight, ASpotLight and ARectLight actors in the current level. They stay after you deactivate the mode, and nothing in the level depends on the plugin.

Tips and gotchas
Section titled “Tips and gotchas”- Choose mobility before you paint. Static and Stationary lights take part in the lighting build; Movable lights don’t. Changing it later means editing every light.
- Watch the Stationary limit. Painting quickly makes it easy to put five Stationary lights in one room. Keep the heatmap on while you work.
- Use a small Normal Offset for floor lamps and a larger one for pendants. The offset is along the surface normal, so on a ceiling it moves the light down.
- The eyedropper needs a
BaseColorparameter. Materials without one leave the color unchanged. - Painted lights add to your dynamic lighting cost. Audit them with the Lighting Scenario Auditor.
Related tools
Section titled “Related tools”- Lighting Scenario Auditor — audit the lights you’ve placed
- Post-Process Volume Inspector — apply post-process presets to complement the lighting
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