> For the complete documentation index, see [llms.txt](https://dorreal-art.gitbook.io/dorreal_art_docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dorreal-art.gitbook.io/dorreal_art_docs/documentation/advanced/starting-light-show-manually.md).

# Starting Light Show Manually

By default, Echoluma starts automatically on begin play.\
But in many cases, you’ll want **precise control over when the system begins**.

### <i class="fa-code">:code:</i> The Core Trigger

#### Begin Light Show

The **Begin Light Show** node starts the entire lighting system.

* It activates playback
* It begins processing Sequence Steps
* It syncs the system to timing

**Target:** `BP_EcholumaLightController`

<div align="left" data-with-frame="true"><figure><img src="/files/gIep0qK5nfgi3TEg8TuJ" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}
Ensure **Start on Begin Play?** is turned off on the `BP_EcholumaLightController` to avoid unintended automatic begin play triggering.
{% endhint %}

### <i class="fa-play">:play:</i> Choose Your Trigger Style

There’s no single “correct” way to start the system.\
It depends on your workflow.

Below are four common approaches.

<details>

<summary><strong>Start from Level Blueprint</strong><br><sup><em>Best for: simple setups and global control</em></sup></summary>

Use the Level Blueprint to trigger Echoluma when the level starts or after a delay.

* Get reference to Echoluma Controller by selecting it from the Outliner. Then by right clicking in the Level Blueprint.

<div align="left"><figure><img src="/files/unDcbrNGTGl4NxN9JAYa" alt=""><figcaption></figcaption></figure> <figure><img src="/files/TGIUyYO5HZUjb9kfNlKg" alt=""><figcaption></figcaption></figure></div>

* Event Begin Play (Optional Delay)

<div align="left" data-with-frame="true"><figure><img src="/files/1JzYe2JtuKNgNkEOUtQN" alt=""><figcaption></figcaption></figure></div>

* Begin Light Show

<div align="left" data-with-frame="true"><figure><img src="/files/3cx0x37Y3eb8iATMFdg1" alt=""><figcaption></figcaption></figure></div>

When to use

* <sup>Quick setups</sup>
* <sup>Testing</sup>
* <sup>Global scene control</sup>

</details>

<details>

<summary><strong>Start via Casting</strong><br><sup><em>Best for: controlled logic between actors</em></sup></summary>

If you want another Blueprint to trigger the system, you can:

* Get reference to Echoluma Controller

<div align="left" data-with-frame="true"><figure><img src="/files/NNLgVVdZ5TTTc3EuT9vF" alt=""><figcaption></figcaption></figure></div>

* Call **Begin Light Show**

<div align="left" data-with-frame="true"><figure><img src="/files/1nLneVfOf0E4XhabYGT8" alt=""><figcaption></figcaption></figure></div>

* Create an event to start

<div align="left" data-with-frame="true"><figure><img src="/files/nBcwbSWfVRJ4M0yALzLu" alt=""><figcaption></figcaption></figure></div>

When to use

* <sup>Interaction systems</sup>
* <sup>Game logic integration</sup>
* <sup>Modular setups</sup>

</details>

<details>

<summary><strong>Start with a Trigger Volume</strong><br><sup><em>Best for: spatial activation</em></sup></summary>

Start the light show when the player enters a specific area.

<div align="left" data-with-frame="true"><figure><img src="/files/bdu0bG1vLJBcYZEM2P9g" alt=""><figcaption></figcaption></figure></div>

* On Actor Begin Overlap

<div align="left" data-with-frame="true"><figure><img src="/files/hdCJ58vfBasVeLn61sAi" alt=""><figcaption></figcaption></figure></div>

* Begin Light Show

<div><figure><img src="/files/sjTLQljVG2xJDZF5gCIi" alt=""><figcaption></figcaption></figure> <figure><img src="/files/Bep6Gzjtyk9eYWTjk2JC" alt=""><figcaption></figcaption></figure></div>

When to use

* <sup>Interactive environments</sup>
* <sup>Exhibitions / installations</sup>
* <sup>Gameplay-triggered lighting</sup>

</details>

<details>

<summary><strong>Start from Sequencer</strong><br><sup><em>Best for: cinematic timing</em></sup></summary>

Trigger Echoluma directly from Unreal Sequencer.

* Add controller to Sequencer

<div align="left" data-with-frame="true"><figure><img src="/files/3Q5sWhAplsSjgZx848a7" alt=""><figcaption></figcaption></figure></div>

* Add event track

<div align="left" data-with-frame="true"><figure><img src="/files/MEnEysihw4iGwf9Shzte" alt=""><figcaption></figcaption></figure></div>

* Add trigger

<div align="left" data-with-frame="true"><figure><img src="/files/KYwvuEvd4FtcFBGPg2Wp" alt=""><figcaption></figcaption></figure></div>

* Call **Begin Light Show**

<div align="left" data-with-frame="true"><figure><img src="/files/1qIWFvut9TUb8hrRbciG" alt=""><figcaption></figcaption></figure></div>

When to use

* <sup>Cinematics</sup>
* <sup>Music videos</sup>
* <sup>Precisely timed events</sup>

</details>


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