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/** * This is a special type of actor used as the container for a large number of LightComponents on the console. This * actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces * multiple normal static Light actors in content which has been cooked for the a console platform, becoming the owner for * those Light's LightComponent. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved */ class StaticLightCollectionActor extends Light native config(Engine); /** * Since the components array is only serialized during make, we need to store the components we contain in a separate array. */ var const array<LightComponent> LightComponents; /** * The maximum number of LightComponents that can be attached to this actor. Once this number has been reached, a * new StaticLightCollectionActor will be created. */ var config int MaxLightComponents; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { MaxLightComponents=1000 CollisionType=COLLIDE_CustomDefault Name="Default__StaticLightCollectionActor" ObjectArchetype=Light'Engine.Default__Light' } |
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