The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.
The light's radius. Note that the effectively lit area may appear to be smaller depending on the omniAttenuation in use. No matter the omniAttenuation in use, the light will never reach anything outside this radius.
See shadowdetail.
See shadowmode.
Construct a new instance of OmniLight. Note: use memnew!OmniLight instead.
Omnidirectional light, such as a light bulb or a candle.
An Omnidirectional light is a type of Light that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. Note: By default, only 32 OmniLights may affect a single mesh resource at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase ProjectSettings.rendering/limits/rendering/maxLightsPerObject at the cost of shader compilation times.