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Engine.LightComponent

Extends
ActorComponent
Modifiers
native noexport abstract collapsecategories

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.LightComponent

Direct Known Subclasses:

DirectionalLightComponent, PointLightComponent, SkyLightComponent

Variables Summary
boolbHasLightEverBeenBuiltIntoLightMap
array<pointer>ExclusionConvexVolumes
array<pointer>InclusionConvexVolumes
guidLightGuid
intLightListIndex
guidLightmapGuid
matrixLightToWorld
boolRequireDynamicShadows
pointerSceneInfo
matrixWorldToLight
LightComponent
boolbCanAffectDynamicPrimitivesOutsideDynamicChannel
boolbCastCompositeShadow
boolbEnabled
boolbForceDynamicLight
boolbOnlyAffectSameAndSpecifiedLevels
floatBrightness
boolbUseVolumes
boolCastDynamicShadows
boolCastShadows
boolCastStaticShadows
array<brush>ExclusionVolumes
LightFunctionFunction
array<brush>InclusionVolumes
ELightAffectsClassificationLightAffectsClassification
colorLightColor
LightEnvironmentComponentLightEnvironment
LightingChannelContainerLightingChannels
ELightShadowModeLightShadowMode
intMaxShadowResolution
intMinShadowResolution
LinearColorModShadowColor
floatModShadowFadeoutExponent
floatModShadowFadeoutTime
array<name>OtherLevelsToAffect
EShadowFilterQualityShadowFilterQuality
EShadowProjectionTechniqueShadowProjectionTechnique
boolUseDirectLightMap
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup
Inherited Variables from Core.Component
TemplateName, TemplateOwnerClass

Enumerations Summary
ELightAffectsClassification
LAC_USER_SELECTED, LAC_DYNAMIC_AFFECTING, LAC_STATIC_AFFECTING, LAC_DYNAMIC_AND_STATIC_AFFECTING
ELightShadowMode
LightShadow_Normal, LightShadow_Modulate
EShadowFilterQuality
SFQ_Low, SFQ_Medium, SFQ_High
EShadowProjectionTechnique
ShadowProjTech_Default, ShadowProjTech_PCF, ShadowProjTech_VSM, ShadowProjTech_BPCF_Low, ShadowProjTech_BPCF_Medium, ShadowProjTech_BPCF_High

Structures Summary
LightingChannelContainer
bInitialized, BSP, Static, Dynamic, CompositeDynamic, Skybox, Unnamed_1, Unnamed_2, Unnamed_3, Unnamed_4, Unnamed_5, Unnamed_6, Cinematic_1, Cinematic_2, Cinematic_3, Cinematic_4, Cinematic_5, Cinematic_6, Gameplay_1, Gameplay_2, Gameplay_3, Gameplay_4

Functions Summary
functionvector GetDirection ()
functionvector GetOrigin ()
function OnUpdatePropertyBrightness ()))
function OnUpdatePropertyLightColor ()))
function SetEnabled (bool bSetEnabled)
function SetLightProperties (optional float NewBrightness = Brightness, optional color NewLightColor = LightColor, optional LightFunction NewLightFunction = Function)
function UpdateColorAndBrightness ()
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

bHasLightEverBeenBuiltIntoLightMap Source code

var const bool bHasLightEverBeenBuiltIntoLightMap;
Whether light has ever been built into a lightmap

ExclusionConvexVolumes Source code

var native const array<pointer> ExclusionConvexVolumes;
Array of convex exclusion volumes, populated from ExclusionVolumes by PostEditChange.

InclusionConvexVolumes Source code

var native const array<pointer> InclusionConvexVolumes;
Array of convex inclusion volumes, populated from InclusionVolumes by PostEditChange.

LightGuid Source code

var const duplicatetransient guid LightGuid;
GUID used to associate a light component with precomputed shadowing information across levels. The GUID changes whenever the light position changes.

LightListIndex Source code

var const native duplicatetransient int LightListIndex;
The munged index of this light in the light list > 0 == static light list 0 == not part of any light list < 0 == dynamic light list

LightmapGuid Source code

var const duplicatetransient guid LightmapGuid;
GUID used to associate a light component with precomputed shadowing information across levels. The GUID changes whenever any of the lighting relevant properties changes.

LightToWorld Source code

var native const transient matrix LightToWorld;

RequireDynamicShadows Source code

var deprecated const bool RequireDynamicShadows;
deprecated: This variable has been replaced with bForceDynamicLight.

SceneInfo Source code

var native private transient noimport const pointer SceneInfo;

WorldToLight Source code

var native const transient matrix WorldToLight;

LightComponent

bCanAffectDynamicPrimitivesOutsideDynamicChannel Source code

var(LightComponent) const bool bCanAffectDynamicPrimitivesOutsideDynamicChannel;
Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel.

bCastCompositeShadow Source code

var(LightComponent) bool bCastCompositeShadow;
True if the light should cast shadow from primitives which use a composite light environment.

bEnabled Source code

var(LightComponent) const bool bEnabled;
Is this light enabled?

bForceDynamicLight Source code

var(LightComponent) const bool bForceDynamicLight;
True if this light should use dynamic shadows for all primitives. forces the use of shadow volumes/ stencil shadows which avoid potential issues with cubemaps and also avoids any memory used for static shadowing

bOnlyAffectSameAndSpecifiedLevels Source code

var(LightComponent) const bool bOnlyAffectSameAndSpecifiedLevels;
Whether to only affect primitives that are in the same level/ share the same GetOutermost() or are in the set of additionally specified ones.

Brightness Source code

var(LightComponent) const interp float Brightness;

bUseVolumes Source code

var(LightComponent) bool bUseVolumes;
Whether to use the inclusion/ exclusion volumes.

CastDynamicShadows Source code

var(LightComponent) bool CastDynamicShadows;
True if the light can be blocked by dynamic shadow casting primitives. controls whether the light should cast shadows from objects that cannot receive static shadowing

CastShadows Source code

var(LightComponent) const bool CastShadows;
True if the light can be blocked by shadow casting primitives. controls whether the light should cast shadows

CastStaticShadows Source code

var(LightComponent) const bool CastStaticShadows;
True if the light can be blocked by static shadow casting primitives. controls whether the light should cast shadows from objects that can receive static shadowing

ExclusionVolumes Source code

var(LightComponent) editoronly const array<brush> ExclusionVolumes;
Array of volumes used by AffectsBounds if bUseVolumes is set. Light will only affect primitives if they neither touching nor are contained by at least one volume. Exclusion overrides inclusion.

Function Source code

var(LightComponent) const editinline export LightFunction Function;

InclusionVolumes Source code

var(LightComponent) editoronly const array<brush> InclusionVolumes;
Array of volumes used by AffectsBounds if bUseVolumes is set. Light will only affect primitives if they are touching or are contained by at least one volume. Exclusion overrides inclusion.

LightAffectsClassification Source code

var(LightComponent) const editconst ELightAffectsClassification LightAffectsClassification;
This is the classification of this light. This is used for placing a light for an explicit purpose. Basically you can now have "type" information with lights and understand the intent of why a light was placed. This is very useful for content people getting maps from others and understanding why there is a dynamic affect light in the middle of the world with a radius of 32k! And also useful for being able to do searches such as the following: show me all lights which effect dynamic objects. Now show me the set of lights which are not explicitly set as Dynamic Affecting lights.

LightColor Source code

var(LightComponent) const interp color LightColor;

LightEnvironment Source code

var(LightComponent) const LightEnvironmentComponent LightEnvironment;
The light environment which the light affects. NULL represents an implicit default light environment including all primitives and lights with LightEnvironment=NULL.

LightingChannels Source code

var(LightComponent) const LightingChannelContainer LightingChannels;
Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared

LightShadowMode Source code

var(LightComponent) ELightShadowMode LightShadowMode;
Type of shadowing to apply for the light

MaxShadowResolution Source code

var(LightComponent) int MaxShadowResolution;
override for max square dimensions (in texels) allowed for rendering shadow subject depths 0 defaults to Engine.MaxShadowResolution

MinShadowResolution Source code

var(LightComponent) int MinShadowResolution;
override for min dimensions (in texels) allowed for rendering shadow subject depths. 0 defaults to Engine.MinShadowResolution

ModShadowColor Source code

var(LightComponent) LinearColor ModShadowColor;
Shadow color for modulating entire scene

ModShadowFadeoutExponent Source code

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

ModShadowFadeoutTime Source code

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

OtherLevelsToAffect Source code

var(LightComponent) const array<name> OtherLevelsToAffect;
Array of other levels to affect if bOnlyAffectSameAndSpecifiedLevels is TRUE, own level always implicitly part of array.

ShadowFilterQuality Source code

var(LightComponent) EShadowFilterQuality ShadowFilterQuality;
Quality of shadow buffer filtering to use on this light

ShadowProjectionTechnique Source code

var(LightComponent) EShadowProjectionTechnique ShadowProjectionTechnique;
Type of shadow projection to use for this light

UseDirectLightMap Source code

var(LightComponent) const bool UseDirectLightMap;
Set to True to store the direct flux of this light in a light-map.


Enumerations Detail

ELightAffectsClassification Source code

enum ELightAffectsClassification
{
LAC_USER_SELECTED, LAC_DYNAMIC_AFFECTING, LAC_STATIC_AFFECTING, LAC_DYNAMIC_AND_STATIC_AFFECTING
};

ELightShadowMode Source code

enum ELightShadowMode
{
LightShadow_Normal, LightShadow_Modulate
};

EShadowFilterQuality Source code

enum EShadowFilterQuality
{
SFQ_Low, SFQ_Medium, SFQ_High
};

EShadowProjectionTechnique Source code

enum EShadowProjectionTechnique
{
ShadowProjTech_Default, ShadowProjTech_PCF, ShadowProjTech_VSM, ShadowProjTech_BPCF_Low, ShadowProjTech_BPCF_Medium, ShadowProjTech_BPCF_High
};


Structures Detail

LightingChannelContainer Source code

struct LightingChannelContainer
{
var bool bInitialized;
var(LightComponent) bool BSP;
var(LightComponent) bool Cinematic_1;
var(LightComponent) bool Cinematic_2;
var(LightComponent) bool Cinematic_3;
var(LightComponent) bool Cinematic_4;
var(LightComponent) bool Cinematic_5;
var(LightComponent) bool Cinematic_6;
var(LightComponent) bool CompositeDynamic;
var(LightComponent) bool Dynamic;
var(LightComponent) bool Gameplay_1;
var(LightComponent) bool Gameplay_2;
var(LightComponent) bool Gameplay_3;
var(LightComponent) bool Gameplay_4;
var(LightComponent) bool Skybox;
var(LightComponent) bool Static;
var(LightComponent) bool Unnamed_1;
var(LightComponent) bool Unnamed_2;
var(LightComponent) bool Unnamed_3;
var(LightComponent) bool Unnamed_4;
var(LightComponent) bool Unnamed_5;
var(LightComponent) bool Unnamed_6;
};

bInitialized:
Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults.


Functions Detail

GetDirection Source code

native final function vector GetDirection ( )
Script interface to retrieve light direction.

GetOrigin Source code

native final function vector GetOrigin ( )
Script interface to retrieve light location.

OnUpdatePropertyBrightness Source code

function OnUpdatePropertyBrightness ( ) )
Called from matinee code when Brightness property changes.

OnUpdatePropertyLightColor Source code

function OnUpdatePropertyLightColor ( ) )
Called from matinee code when LightColor property changes.

SetEnabled Source code

native final function SetEnabled ( bool bSetEnabled )
Toggles the light on or off
@param bSetEnabled TRUE to enable the light or FALSE to disable it

SetLightProperties Source code

native final function SetLightProperties ( optional float NewBrightness = Brightness, optional color NewLightColor = LightColor, optional LightFunction NewLightFunction = Function )
sets Brightness, LightColor, and/or LightFunction

UpdateColorAndBrightness Source code

native final function UpdateColorAndBrightness ( )
Script interface to update the color and brightness on the render thread.


Defaultproperties

defaultproperties
{
   Brightness=1.000000
   LightColor=(B=255,G=255,R=255,A=0)
   bEnabled=True
   CastShadows=True
   CastStaticShadows=True
   CastDynamicShadows=True
   LightingChannels=(bInitialized=True,BSP=True,Static=True,Dynamic=True,CompositeDynamic=True)
   ModShadowColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   ModShadowFadeoutExponent=3.000000
   Name="Default__LightComponent"
   ObjectArchetype=ActorComponent'Engine.Default__ActorComponent'
}

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Creation time: sk 18-3-2018 10:00:38.823 - Created with UnCodeX