For the third of our UDK tutorials we started looking at more complex light rather then the basic point light we did in our initial tutorials. We used static mesh light that where already in UDK and set them to have emissive light rather then having standard point lights.
These are the lights we used and I know it doesn’t really look like its producing light but it is. From there we we cut a hole in the room using the subtract CSG tool and then some put some blast doors in place to cover the hole. We then added a trigger to the door and used Kismet and Matinee to have it open.
Kismet is UDK’s visual coding system. Matinee: