Channels
U8 = 1 The light channel bitmask to write. A light reaches an object only when the object's own light channels share a bit with it, as for MapDynamicPointLight.LightChannels.
A sequence action that sets the light channels of a light for the duration of the action.
At the start step the action takes the light of the object bound to TargetObject. If the
object has no light, the action fails. If RestoreOnStop is set, the action saves the
current channels of the light. It then writes Channels. At the stop step it writes the
saved channels back if RestoreOnStop is set.
U8 = 1 The light channel bitmask to write. A light reaches an object only when the object's own light channels share a bit with it, as for MapDynamicPointLight.LightChannels.
Bool = true When true, the action restores the channels the light had before the start step. When false, the new channels stay.
The SequenceObjectSelector of the light object.