
Описание
Turn any music track into a full stage light show — in real time.
No DMX hardware. No MIDI. No timeline to author, no baking, no keyframes. Drop one analyzer, Plug your .wav, put a few fixtures into your level, press Play, and the rig react to the song.
Audio Reactive Lights listens to the audio submix, runs an FFT on it every frame, and extracts bass, mids, highs, overall energy, beats, hi-hat hits, an estimated BPM and drop detection. Every light, laser and video screen in your scene is driven from those values. Change the track and the show changes with it — nothing to re-author.
Because the frequency bands are normalised against a rolling average rather than an absolute level, the system adapts on its own to quiet and loud tracks. A song mastered 6 dB louder produces the same show, with no retuning.
Six fixture types, one actor
Moving head spot with a 17-slot gobo wheel,
Wash LED, strobe,
PAR / blinder,
Laser bar,
Material-driven video screen.
You pick the type from a data asset — meshes, zoom range, pan/tilt capability and gobo support all follow. Adding your own fixture model means duplicating one data asset and pointing it at your meshes.
Eight reaction presets, one click
From Chill Ambient for intros to Drop Max Energy for the peak, plus bass-only, hiced, groove and audience blinder. One preset drives lights, movement, gobos, lasersand screens together, so a whole rig stays coherent. Duplicate any preset to build your own look.
GPU laser bars
Each laser bar renders its beams from a single instanced mesh, animated entirely in the material — six patterns including fan, sweep, scissors, wave, chase and hi-hat flash, with automatic pattern cycling that stays in sync across every bar in the level. Measured CPU and GPU cost is effectively nil, whatever the beam count.
Reactive video screens
A screen fixture drives a material instance rather than a mesh, so a single actor animates an entire LED wall built from many panels. Scroll speed, tint from the colour palette and emissive intensity all react to the music.
Built to be read and modified
100 % Blueprint, no C++, no plugin to enable. Every parameter carries an in-editor tooltip explaining what it does in plain language, grouped into numbered categories, and parameters grey out automatically when the selected fixture type doesn't support them — pick a moving head and the laser and screen settings become uneditable, so you never tune something that has no effect.
Includes a profiling tool
BP_PerfProbe measures the real CPU and GPU cost of your rig in PIE and isolates it flag by flag: freeze the fixtures, hide the volumetric beams, drop the gobo light functions, and see exactly where your frame time goes.
Demo map
A labelled walkthrough scene showing all six fixture types side by side and all eight presets on identical moving heads, each with a 3D caption explaining what it does.
Ideal for concert and nightclub scenes, DJ sets, rave and festival environments, tual production work, rhythm games, previsualization, and any scene that needslighting that moves with the soundtrack.
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Technical details
Features
- Real-time FFT audio analysis: bass / mids / highs, energy, beat detection, hi-hat detection, BPM estimate, drop detection
- 6 fixture types driven by data assets
- 8 reusable reaction presets
- GPU-animated laser bars, 6 patterns, synchronised across the level
- Material-driven reactive video screens
- Per-fixture phase offset for waves and fans across a rig
- Conditional parameter greying based on fixture type
- In-PIE profiling tool
Number of Blueprints: 5 (3 actors, 2 data asset classes)
Number of Data Assets: 14 (6 fixture types, 8 reaction presets)
Number of Static Meshes: 18 (12 fixture parts, 6 stage props)
Number of Materials: 8 masters, 13 instances, 7 material functions
Number of Textures: 55 (18 gobos, colour/gobo disks, fixture and stage textures)
Number of Maps: 1 demo map
Input: None
Network Replicated: No
Supported Development Platforms: Windows (developed and tested)
Supported Target Build Platforms: All
Important / Additional Notes
- Requires Volumetric Fog enabled on an Exponential Height Fog actor — without it the light beams are invisible. The demo map is set up correctly.
- The demo map was authored with Lumen, and volumetric fog.
- Audio analysis runs on the master audio submix.
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Tags
audio reactive, music reactive, sound reactive, beat detection, bpm, fft,
spectrum analyzer, audio visualizer, music visualizer, stage lighting,
light show, concert, nightclub, club, dj, rave, festival, moving head,
wash light, strobe, blinder, par can, laser, gobo, volumetric light,
light beams, vj, virtual production, previz, blueprint, no code



