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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.
Core.Object | +-- Core.Component | +-- Engine.ActorComponent | +-- Engine.LightEnvironmentComponent | +-- Engine.DynamicLightEnvironmentComponent
Variables Summary | |
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pointer | State |
DynamicLightEnvironmentComponent | |
LinearColor | AmbientGlow |
LinearColor | AmbientShadowColor |
vector | AmbientShadowSourceDirection |
bool | bCastShadows |
bool | bDynamic |
float | InvisibleUpdateTime |
float | LightDesaturation |
float | LightDistance |
float | MinTimeBetweenFullUpdates |
float | ModShadowFadeoutExponent |
float | ModShadowFadeoutTime |
int | NumVolumeVisibilitySamples |
float | ShadowDistance |
EShadowFilterQuality | ShadowFilterQuality |
Inherited Variables from Engine.LightEnvironmentComponent |
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bEnabled, LastRenderTime |
Inherited Variables from Engine.ActorComponent |
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bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup |
Functions Summary |
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Inherited Functions from Engine.LightEnvironmentComponent |
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SetEnabled |
Inherited Functions from Engine.ActorComponent |
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ForceUpdate, SetComponentRBFixed, SetTickGroup |
Variables Detail |
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The current state of the light environment.
Ambient color added in addition to the level's lighting.
The color of the ambient shadow.
The direction of the ambient shadow source.
Whether the light environment should cast shadows
Whether the light environment should be dynamically updated.
The number of seconds between light environment updates for actors which aren't visible.
Desaturation percentage of level lighting, which can be used to help team colored characters stand out better under colored lighting.
The distance to create the light from the owner's origin, in radius units.
Minimum amount of time that needs to pass between full environment updates.
Exponent that controls mod shadow fadeout curve.
Time since the caster was last visible at which the mod shadow will fade out completely.
The number of visibility samples to use within the primitive's bounding volume.
The distance for the shadow to project beyond the owner's origin, in radius units.
Quality of shadow buffer filtering to use on the light environment
Defaultproperties |
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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' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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