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Advanced Array

ADDITIONAL INFORMATION

Type:
Plugin Type: tools
Release date:Feb. 24, 2026
Description:

Array And Lights — a plugin made for quick multiplying different types of objects with or withour their own light sources, such as Point Lights or Rectangle Lights and assembling them into one or many HISM components or leaving as Static Mesh Components. It can make arrays along a spline, or a regular 3 axis array.

Instruction:

To use the plugin, you should download it from FAB.com, install it and just drag and drop the ArrayAndLightsBP into the scene — this will create the ArrayAndLightsBP actor. Then you can set up it in the details panel.

Details panel:
|__Settings:
| |__ Objects And Their Settings: (here you can add/setup HISM Components and Light sources for each HISM Component)
| | |__ Mesh: Set a mesh for the HISM Component. You can leave it empty if you want to have empty "placeholders", fragments in the array without any meshes and lights.
| | |__ Light Material Indecies: Add Material Indecies of the Mesh which have the special Lighting Material from Materials Folder.
| | |__ Overwrite Materials: If you want you can Overwrite default Mesh Materials, it's useful when you use one mesh many times with different materials.
| | |__ Light Type: You can choose between None, RectLight and PointLight. In some cases one looks better over another.
| | |__ Light Color: Choose the color of the lamps light.
| | |__ Light Intensity: if you want the lamp's material to have brightness 0, set here 0, everything higher than 0 will automatically make the brightness of the material equal to 1. But mainly it will set up Intensity of the light source.
| | |__ Attenuation Radius: Set Up Attenuation Radius of the light source.
| | |__ RectLight Width: Set up RectLight Width if you use RectLight Light Type.
| | |__ RectLight Depth: Set up RectLight Depth/Hight if you use RectLight Light Type.
| | |__ Ratio: Works as Ratio, For example if you have 2 different HISM Components, you can set Quantity Percent for each 50 an 50, and it will mean that both of them will occupy 50% of the total instance quantity. But you also can set it up like 1st: 100, 2nd: 50. It will mean that the quantity ratio will be 2/1.
| | |__ Mesh Offset: Set the mesh offset for all Instances of the current Object, sometimes you need it when the mesh doesn't stick with the ceiling.
| | |__ Light Offset: Set the light offset for all Instances of the current Object, sometimes you need it when the light position has to be adjusted.
| | |__ Initial On/Off State: Set Initial condition for all lamps of the current object type: On or Off.
Then in a Blueprint you can get the actor and use "Set All Lamps On Or Off", "Set one Lamp Type On Or Off" "Toggle All Lamps", "Toggle one Lamp Type" functions to turn the lamps On and Off.
| |
| |__ No Object Trigger Boxes: Often buildings have complicated shapes, so you can remove some excess lamps from the "square array", to fit with the shape of the building. You must use for that Trigger Box Actors. Just create one, place it to make it overlap the lamps you want to remove, and add it to the No Object Trigger Boxes field.
| |__ Along Spline: If you want to have array along spline - choose here an actor with a spline component.
| |__ X Quantity: Set Up Instance Quantity for the X axis.
| |__ Y Quantity: Set Up Instance Quantity for the Y axis.
| |__ Z Quantity: Set Up Instance Quantity for the Z axis.
| |__ X Distance: Set Up the distance between 2 Instances for the X axis.
| |__ Y Distance: Set Up the distance between 2 Instances for the X axis.
| |__ Z Distance: Set Up the distance between 2 Instances for the X axis.
| |__ Cull Distance: Set Up Cull Distance for the instances.
| |__ Light Max Draw Distance: Set Up Max Draw Distance for all light sources.
| |__ CollisionProfile: Enter here the name of the desirable Collision Profile. (NoCollision, BlockAll. etc.)
| |__ HISM: Must be on if you want to have HISM, otherwise it will be regular Static Mesh Components.
| |__ Randomizer: Here you can set up random transforms for the instances.
| | |__ Random Transform: Enable it if you need random transforms.
| | |__ Equilateral Scale: Enable it if you want the scale be equals for all axes.
| | |__ Random Transform Min: Set Up the minimal transform for the random range.
| | |__ Random Transform Min: Set Up the maximal transform for the random range.

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