> 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/lightwave-dynamics/explore/features.md).

# Features

🟦 **Controllers**

* Area Controls
* Group Control
* By Type Control
* Blueprint Class Control
* Gradient Controls
* Advanced Lights

**🟨 Workflow Features**

* Bulk Editing
* Selective Property Editing
* Sequencer Integration
* Gradient-Based Editing
* Light Functions
* Save / Load
* Isolation

**🟩 Unreal Engine Integration**

* Editor Only Versions
* Runtime Versions
* Sequencer Compatible Versions
* Native Unreal Integration

***

Each controller is designed to simplify a different aspect of lighting, from bulk editing and organization to gradients and reusable lighting setups.

***

### Controllers

#### Area Controls

Control lights located inside a Box or Sphere volume. Ideal for managing lighting based on spatial location such as rooms, corridors and different zones.

***

#### Group Control

Create custom light collections regardless of where the lights are placed in the level. Perfect for fixtures, decorative sets or manually organized lighting groups.

***

#### Control By Light Types

Edit every Point, Spot or Rect Light in the level simultaneously without manually selecting them.

***

#### Blueprint Class Control

Control Light Components inside Blueprint Actors directly from a single controller without opening individual Blueprint instances or touching its hierarchy. Perfect for creating and controlling variations for Blueprint Actors with light components..

***

#### Gradient Controls

Apply smooth transitions across light properties using multiple gradient calculation methods.

**Distance Dependent Method**

Creates gradients based on each light's distance from a the boundary's start point. Lights automatically receive values according to how far they are from the origin.

**Position Ranked Method**

Creates gradients by ordering selected lights according to their position along the gradient direction, then distributes values evenly from the first light to the last.

<details>

<summary>Learn More About Gradient Methods</summary>

* **Distance Dependent** → The physical distance determines the gradient value.
* **Position Ranked** → The order along an axis determines the gradient value, regardless of the spacing between lights

For example, if lights are unevenly spaced:

```
A----B-C----------D
```

**Distance Dependent**

```
0% ----25%-35%------------100%
```

**Position Ranked**

```
0% ---33%---66%-----------100%
```

One depends on world distance, the other depends on rank/order.

</details>

***

#### Advanced Lights

Enhanced native Unreal Engine lights featuring Save/Load presets and Isolation Mode while preserving the standard light workflow.

***

### Workflow Features

#### Bulk Editing

Modify multiple lights simultaneously from a single Details Panel.

***

#### Selective Property Editing & Synchronization

Update only the light properties you choose while preserving all other settings. This enables fast global adjustments without overwriting each light's unique configuration.

***

#### Sequencer Integration

Dedicated Sequencer Compatible controllers are designed for animation workflows by ensuring all supported light properties remain synchronized during Sequencer playback.

***

#### Gradient-Based Editing

Create smooth transitions across supported light properties using multiple gradient calculation methods for lighting effects, architectural visualization, and artistic workflows.

***

#### Light Functions

Apply and edit Light Function settings across multiple registered lights.

***

#### Save / Load Presets

Store and instantly recall multiple lighting configurations using built-in save slots.

***

#### Isolation Mode

Temporarily isolate registered lights to focus on a specific lighting setup while editing.

***

#### Editor, Runtime & Sequencer Versions

Choose the controller version that best fits your workflow, whether you're working exclusively in the editor, during gameplay or with Sequencer animations.

***

### Unreal Engine Integration

* Uses native Unreal Engine light actors and components.
* Non-destructive workflow.
* Familiar Details Panel interface.
* Works alongside existing lighting workflows.


---

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