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Using Bright Eye

Bright Eye works in the Unreal Editor level viewport. Click the viewport you are working in so it has keyboard focus, then use these default shortcuts:

Shortcut Action
X Turn the Work Light on or off
Ctrl + F Hold to aim the light at the cursor
Ctrl + T Show or hide the Quick Panel

If you changed these shortcuts, yours still apply. To view or change them, see Keyboard shortcuts.

Press X to turn the Work Light on, and press it again to turn it off. The Work Light is a spotlight that follows the viewport camera, so whatever you look at stays lit as you navigate.

The light exists only while you work in the editor. It is not an Actor, does not appear in the Outliner, is never saved to your level, and does not mark your map as modified. It also does not cast shadows, so it brightens a scene without adding shadows of its own.

If you prefer a momentary light, enable Activate Light on Press. The Work Light then stays on only while you hold the shortcut.

Hold Ctrl + F to point the light at your mouse cursor. Use it to inspect a corner, a surface, or an object without moving the camera.

If the Work Light is off, Cursor Aim turns it on while you hold the shortcut and turns it off again when you release. If the Work Light is already on, it stays on.

Press Ctrl + T, or choose Tools > Bright Eye > Quick Panel, to show or hide the Quick Panel in the level viewport. It holds the controls you adjust most often:

Control What it does
Brightness Sets how strong the light is.
Beam Width Sets how wide the spotlight is, from a narrow spot to a broad flood of light.
Range Sets how far the light reaches.
Smooth Switches between immediate and smoothed camera following. With Smooth on, the light eases toward where the camera points instead of snapping. Both modes follow the viewport camera.
Light Color Opens the color picker so you can tint the light.

Changes apply immediately and are saved with your Bright Eye settings. The upper limits of Brightness and Range, and the amount of smoothing, are set in Editor Preferences.

Drag the panel from any area not occupied by a control to reposition it in the viewport.

Compact Panel When Idle is enabled by default. After a short period without interaction, the Quick Panel shrinks to the Bright Eye work-light glyph so it takes up less of the viewport. Hover over or click the glyph to expand the panel again.

To keep the panel fully expanded, turn off Compact Panel When Idle in Editor Preferences.

A few less frequently changed options are available only in Editor Preferences:

  • Light View Offset shifts the light’s position relative to the camera view. It is no longer a Quick Panel control.
  • Light Profile applies an IES light profile texture to change the shape and distribution of the beam.

Bright Eye does not work during Play In Editor sessions. If the Quick Panel was visible when you started playing, it returns when you stop.