Point Light Component
The point light component adds a dynamic light source that illuminates the scene equally in all directions. This is the most common type of light source.

Each light source costs performance. Try to reduce the number of light sources that illuminate the same area. Use the light count render mode to find hotspots.
Note that unless a light source casts dynamic shadows, it's light will shine through walls. Casting shadows is very costly, though. When it is possible to avoid casting shadows, for example by using multiple smaller lights instead, the performance should always be better.
Video: How to create a light source
Component Properties
See this page for shadow related component properties.
LightColor, Intensity: The color and brightness of the light.Use Color Temperature: If enabled, the light color is defined through a temperature value. This makes it easier to set up physically accurate lighting conditions.Temperature: Visible whenUse Color Temperatureis enabled. Specifies the color temperature of the light in Kelvin. Lower values (around 2700 K) produce warm, orange-tinted light; higher values (around 6500 K) produce cool, blue-tinted light.SpecularMultiplier: A multiplier applied to the light's specular contribution. The default value of1uses the standard specular intensity. Set to0to make the light affect only diffuse lighting, or increase it beyond1to exaggerate specular highlights.Range: The distance over which the light source affects geometry. By default this is set toAuto, meaning the necessary range will be computed from the light's brightness. For full control, the range can be set manually. The light will always attenuate to zero within the given range, so by specifying a small range you can create a small, yet very bright light.
