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/** * This is used to light components / actors during the game. Doing something like: * LightEnvironment=FooLightEnvironment * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class DynamicLightEnvironmentComponent extends LightEnvironmentComponent native; /** The current state of the light environment. */ var private native transient const pointer State{class FDynamicLightEnvironmentState}; /** The number of seconds between light environment updates for actors which aren't visible. */ var() float InvisibleUpdateTime; /** Minimum amount of time that needs to pass between full environment updates. */ var() float MinTimeBetweenFullUpdates; /** The number of visibility samples to use within the primitive's bounding volume. */ var() int NumVolumeVisibilitySamples; /** The color of the ambient shadow. */ var() LinearColor AmbientShadowColor; /** The direction of the ambient shadow source. */ var() vector AmbientShadowSourceDirection; /** Ambient color added in addition to the level's lighting. */ var() LinearColor AmbientGlow; /** Desaturation percentage of level lighting, which can be used to help team colored characters stand out better under colored lighting. */ var() float LightDesaturation; /** The distance to create the light from the owner's origin, in radius units. */ var() float LightDistance; /** The distance for the shadow to project beyond the owner's origin, in radius units. */ var() float ShadowDistance; /** Whether the light environment should cast shadows */ var() bool bCastShadows; /** Time since the caster was last visible at which the mod shadow will fade out completely. */ var() float ModShadowFadeoutTime; /** Exponent that controls mod shadow fadeout curve. */ var() float ModShadowFadeoutExponent; /** Quality of shadow buffer filtering to use on the light environment */ var() EShadowFilterQuality ShadowFilterQuality; /** Whether the light environment should be dynamically updated. */ var() bool bDynamic; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { InvisibleUpdateTime=4.000000 MinTimeBetweenFullUpdates=0.300000 NumVolumeVisibilitySamples=1 AmbientShadowColor=(R=0.150000,G=0.150000,B=0.150000,A=1.000000) AmbientShadowSourceDirection=(X=0.000000,Y=0.000000,Z=1.000000) AmbientGlow=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) LightDistance=1.500000 ShadowDistance=1.000000 bCastShadows=True bDynamic=True ModShadowFadeoutExponent=3.000000 TickGroup=TG_PostAsyncWork Name="Default__DynamicLightEnvironmentComponent" ObjectArchetype=LightEnvironmentComponent'Engine.Default__LightEnvironmentComponent' } |
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