Left click on the top surface of the new geometry and it should turn a blue color. Then right click to show a menu. In this menu scroll over Add Actor and a further drop down menu will now appear. Select Add Light (point) (Fig.09). This will drop an Omni light into the scene. Now in the viewport options select Lit Mode to display lighting in the viewport.
With the new light selected press F4 to display the settings. Here you can adjust things such as brightness, color and radius (Fig.10). I will go into further details later in this series but for now keep the settings as they are. Move the light up in the Z axis to get it off the ground and allow the light to spread across the floor.
We now need to build the lighting so click the light bulb icon located in area 6 of the tools described earlier. This will pop up a new window of options. Leave all the settings as they are except for Use Lightmass. Uncheck this option for now. Lightmass is a new tool that calculates bounce lighting and something I will go into further later on in the tutorial (Fig.11). Click OK and UDK will calculate the lights in the scene and then display the correct lighting.
In order to be able to move around the level we need a starting point for the player. We can do this by using the same process we used to add a light start point. Left click on the top surface of the new geometry and it should turn a blue color. Then right click to show a menu. In this menu scroll over Add Actor a further drop down menu will now appear and select PlayerStart (Fig.12). This will drop an icon of a joystick in the scene (Fig.13). This is where the player will always start in the level. Be careful not to move the icon in an up or down direction as it will affect the player. Too high and the player will drop onto the floor; too low and you will get error messages that the player is starting in the floor geometry.