Im working on a map that has multiple torches. I have set up double lights for each torch, one for steady lighting and one for the flickering flame effect.
However, after looking at all the torches in the room from a distance, i noticed that all the flickering lights were in sync! This of course ruins the realism.
I tried changing the LightPeriod and the LightPhase settings, and even the RemoteRole setting, all to no avail.
Is there a way to de-sync these flickering effects? If it can only be scripted, can someone come up with a desynced Light actor?
Has anyone solved the 'flicker sync' problem?
-
Hbgr
- Average
- Posts: 63
- Joined: Thu Oct 19, 2023 2:44 am
-
Daewon
- Novice
- Posts: 26
- Joined: Sun Jan 04, 2009 4:57 pm
- Location: Czech Republic
Re: Has anyone solved the 'flicker sync' problem?
Hi, I code this, hopefully it helps.
RandomLightFlicker
Variables:
bUseFlicker true = shut on/off light FRand()*FRandMultiply
FRandMultiply - float number (0.1 is like flicker)
bUseColorChange true = random LightColor variable in range
(MaxLightBrightness, MinLightBrightness, etc..)
Setup in the Example Map:
Left side: standard Light Actor with LT_Flicker,
Right side: RandomLightFlicker (bUseFlicker and bUseColorChange).
Opposite the Player: RandomLightFlicker (only bUseColorChange).
RandomLightFlicker
Variables:
bUseFlicker true = shut on/off light FRand()*FRandMultiply
FRandMultiply - float number (0.1 is like flicker)
bUseColorChange true = random LightColor variable in range
(MaxLightBrightness, MinLightBrightness, etc..)
Setup in the Example Map:
Left side: standard Light Actor with LT_Flicker,
Right side: RandomLightFlicker (bUseFlicker and bUseColorChange).
Opposite the Player: RandomLightFlicker (only bUseColorChange).
You do not have the required permissions to view the files attached to this post.
Last edited by Daewon on Sun May 04, 2025 4:58 pm, edited 2 times in total.
-
Hbgr
- Average
- Posts: 63
- Joined: Thu Oct 19, 2023 2:44 am
Re: Has anyone solved the 'flicker sync' problem?
I took a look at your map and lights, and it solves the problem i had.
Now we need to make it UnrealEd-savvy. I cant see my adjustments in the editor and have to go in-game to get any clue as to what they look like.
I do love the extra feature of colorizing the lights in a given range. Now i need some good EDM!
If you can package your script into a downloadable object, youve got something i'll be using in almost all my maps!
Now we need to make it UnrealEd-savvy. I cant see my adjustments in the editor and have to go in-game to get any clue as to what they look like.
I do love the extra feature of colorizing the lights in a given range. Now i need some good EDM!
If you can package your script into a downloadable object, youve got something i'll be using in almost all my maps!
-
Daewon
- Novice
- Posts: 26
- Joined: Sun Jan 04, 2009 4:57 pm
- Location: Czech Republic
Re: Has anyone solved the 'flicker sync' problem?
Done! Now it is possible to create crazy disco mapsHbgr wrote: ↑Fri Apr 18, 2025 11:53 pm I took a look at your map and lights, and it solves the problem i had.
Now we need to make it UnrealEd-savvy. I cant see my adjustments in the editor and have to go in-game to get any clue as to what they look like.
I do love the extra feature of colorizing the lights in a given range. Now i need some good EDM!
If you can package your script into a downloadable object, youve got something i'll be using in almost all my maps!![]()
-
Hbgr
- Average
- Posts: 63
- Joined: Thu Oct 19, 2023 2:44 am
Re: Has anyone solved the 'flicker sync' problem?
@Daewon
I've been using your RandomFlicker actor, and I love your solution. But I think I found a problem with it...
The flickering action seems to have a shelf life. That is, it stops working after about 10 or 15 minutes. I couldn't see any obvious reasons why, or if there's a logic to when they stop.
Can you check it in-game and see if there's a solution?
I've been using your RandomFlicker actor, and I love your solution. But I think I found a problem with it...
The flickering action seems to have a shelf life. That is, it stops working after about 10 or 15 minutes. I couldn't see any obvious reasons why, or if there's a logic to when they stop.
Can you check it in-game and see if there's a solution?
-
Barbie
- Godlike
- Posts: 3354
- Joined: Fri Sep 25, 2015 9:01 pm
- Location: moved without proper hashing
Re: Has anyone solved the 'flicker sync' problem?
This statement is used twice in DaewonRFL.u:
Code: Select all
SetTimer(FRand()*FRandMultiply,False);FRand() may return 0 what means the product FRand()*FRandMultiply will be zero too what stops the timer."If Origin not in center it be not in center." --Buggie
-
Daewon
- Novice
- Posts: 26
- Joined: Sun Jan 04, 2009 4:57 pm
- Location: Czech Republic
Re: Has anyone solved the 'flicker sync' problem?
fix
You do not have the required permissions to view the files attached to this post.
-
TigerTheGreat
- Adept
- Posts: 436
- Joined: Thu Mar 25, 2010 6:00 pm
- Personal rank: UMS R&D CEO
Re: Has anyone solved the 'flicker sync' problem?
Sent you a DM, D. Except IDK why it's not in 'Sent Items'. Do you have them disabled perchance?

I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
~formerly Delacroix