CastsShadows
Bool = false false makes a dynamic light without a shadow, true a dynamic light with a shadow
map: light types 1 and 2 on MapDynamicLighting.
The component cannot make a stationary light.
The definition of a DynamicPointLightGeComponent: a point light carried by a game entity, on a DynamicPointLightEntityTemplate. The light sits at the entity's position and moves with it.
The light goes into the same light lists as a MapDynamicPointLight. It is drawn only on a map that has a MapDynamicLighting component. That page describes which surfaces take the light, the falloff, the masks and the light types.
Bool = false false makes a dynamic light without a shadow, true a dynamic light with a shadow
map: light types 1 and 2 on MapDynamicLighting.
The component cannot make a stationary light.
F32 = 5 Extra multiplier on the colour, used only by PBR-style shaders.
U8 = 3 Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is
characters.
U8 = 1 Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.
U8 = 31 Bitmask of the quality levels at which the light exists. Bit N set registers the
light at quality level N, for levels 0 to 4. When the quality level changes,
the client adds or removes the light to match.
Updaters that change the light after it is set up, a MapLightUpdaterType. See IMapLightUpdater. When it is null, no updater runs.
F32 = 1 Multiplier on lightColor.
Vec4 = [1, 1, 1, 1] Colour of the light. The red, green and blue values are multiplied by
intensityScale; alpha is not used.
F32 = 500 Reach of the light, in world units. Brightness falls off linearly and is zero at this distance.