get_lighting_in_area
Queries every light actor within a radius of a world point, returning type, intensity, color and distance to diagnose dark or blown-out spots.
Instructions
Light-only spatial query: every actor carrying a LightComponent within radius cm of a world point, reporting light_type, intensity, color and distance. Use it to answer "why is this spot dark / blown out" without walking the whole outliner (get_actors_in_radius returns everything and no light data). World-aware: world='editor' (default) | 'pie' | 'server' | 'client' | 'pie:N', which is what lets you see lights attached to actors that only exist at runtime (a torch on a spawned character, a muzzle flash), and the reply stamps world_name/world_package/net_mode/pie_instance so lights_count:0 is readable as "not in THIS world".
Returns: { center_x: number, center_y: number, center_z: number, radius: number, world: string, lights: [{ actor_name: string, light_type: string, intensity: number, light_color: string, distance: number, location: { x: number, y: number, z: number } }], lights_count: number, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | Optional world selector: absent/'editor' (default) | 'pie' (ambiguous: PlayWorld, else the first PIE context) | 'server' (the PIE world with authority) | 'client' | 'pie:N' | 'game' (alias of 'pie'). An unrecognised value FAILS naming the worlds that exist; it never falls back to another world in silence. | |
| center | No | World-space center, ARRAY form only: [x, y, z]. Omitted -- or given as an object, or with fewer than 3 numbers -- it silently becomes the origin [0,0,0], which reads exactly like "there are no lights here". | |
| radius | Yes | Search radius in centimetres (Unreal units), measured to each light actor's origin. |