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Engine.DynamicLightEnvironmentComponent

Extends
LightEnvironmentComponent
Modifiers
native

This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.LightEnvironmentComponent
         |   
         +-- Engine.DynamicLightEnvironmentComponent

Variables Summary
pointerState
DynamicLightEnvironmentComponent
LinearColorAmbientGlow
LinearColorAmbientShadowColor
vectorAmbientShadowSourceDirection
boolbCastShadows
boolbDynamic
floatInvisibleUpdateTime
floatLightDesaturation
floatLightDistance
floatMinTimeBetweenFullUpdates
floatModShadowFadeoutExponent
floatModShadowFadeoutTime
intNumVolumeVisibilitySamples
floatShadowDistance
EShadowFilterQualityShadowFilterQuality
Inherited Variables from Engine.LightEnvironmentComponent
bEnabled, LastRenderTime
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Functions Summary
Inherited Functions from Engine.LightEnvironmentComponent
SetEnabled
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

State Source code

var private native transient const pointer State;
The current state of the light environment.

DynamicLightEnvironmentComponent

AmbientGlow Source code

var(DynamicLightEnvironmentComponent) LinearColor AmbientGlow;
Ambient color added in addition to the level's lighting.

AmbientShadowColor Source code

var(DynamicLightEnvironmentComponent) LinearColor AmbientShadowColor;
The color of the ambient shadow.

AmbientShadowSourceDirection Source code

var(DynamicLightEnvironmentComponent) vector AmbientShadowSourceDirection;
The direction of the ambient shadow source.

bCastShadows Source code

var(DynamicLightEnvironmentComponent) bool bCastShadows;
Whether the light environment should cast shadows

bDynamic Source code

var(DynamicLightEnvironmentComponent) bool bDynamic;
Whether the light environment should be dynamically updated.

InvisibleUpdateTime Source code

var(DynamicLightEnvironmentComponent) float InvisibleUpdateTime;
The number of seconds between light environment updates for actors which aren't visible.

LightDesaturation Source code

var(DynamicLightEnvironmentComponent) float LightDesaturation;
Desaturation percentage of level lighting, which can be used to help team colored characters stand out better under colored lighting.

LightDistance Source code

var(DynamicLightEnvironmentComponent) float LightDistance;
The distance to create the light from the owner's origin, in radius units.

MinTimeBetweenFullUpdates Source code

var(DynamicLightEnvironmentComponent) float MinTimeBetweenFullUpdates;
Minimum amount of time that needs to pass between full environment updates.

ModShadowFadeoutExponent Source code

var(DynamicLightEnvironmentComponent) float ModShadowFadeoutExponent;
Exponent that controls mod shadow fadeout curve.

ModShadowFadeoutTime Source code

var(DynamicLightEnvironmentComponent) float ModShadowFadeoutTime;
Time since the caster was last visible at which the mod shadow will fade out completely.

NumVolumeVisibilitySamples Source code

var(DynamicLightEnvironmentComponent) int NumVolumeVisibilitySamples;
The number of visibility samples to use within the primitive's bounding volume.

ShadowDistance Source code

var(DynamicLightEnvironmentComponent) float ShadowDistance;
The distance for the shadow to project beyond the owner's origin, in radius units.

ShadowFilterQuality Source code

var(DynamicLightEnvironmentComponent) EShadowFilterQuality ShadowFilterQuality;
Quality of shadow buffer filtering to use on the light environment


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:36.523 - Created with UnCodeX