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UTGame.UTExplosionLight

Extends
PointLightComponent
Modifiers
native

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

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.LightComponent
         |   
         +-- Engine.PointLightComponent
            |   
            +-- UTGame.UTExplosionLight

Direct Known Subclasses:

UTBioExplosionLight, UTCicadaRocketExplosionLight, UTDarkWalkerMuzzleFlashLight, UTEnforcerMuzzleFlashLight, UTGreenMuzzleFlashLight, UTHugeExplosionLight, UTLeviathanMuzzleFlashLight, UTLinkGunMuzzleFlashLight, UTNemesisBeamLight, UTNemesisMuzzleFlashLight, UTRocketExplosionLight, UTRocketLight, UTRocketMuzzleFlashLight, UTShockComboExplosionLight, UTShockImpactLight, UTShockMuzzleFlashLight, UTStingerMuzzleFlashLight, UTStingerTurretMuzzleFlashLight, UTTankeMinigunMuzzleFlashLight, UTTankMuzzleFlash, UTTankShellExplosionLight, UTTranslocatorLight, UTTranslocatorLightBlue, UTTurretMuzzleFlashLight, UTVehicleShockComboLight

Variables Summary
boolbCheckFrameRate
boolbInitialized
floatHighDetailFrameTime
floatLifetime
intTimeShiftIndex
UTExplosionLight
array<LightValues>TimeShift
Inherited Variables from Engine.PointLightComponent
CachedParentToWorld, FalloffExponent, PreviewLightRadius, Radius, ShadowFalloffExponent, ShadowRadiusMultiplier, Translation
Inherited Variables from Engine.LightComponent
bCanAffectDynamicPrimitivesOutsideDynamicChannel, bCastCompositeShadow, bEnabled, bForceDynamicLight, bHasLightEverBeenBuiltIntoLightMap, bOnlyAffectSameAndSpecifiedLevels, Brightness, bUseVolumes, CastDynamicShadows, CastShadows, CastStaticShadows, ExclusionConvexVolumes, ExclusionVolumes, Function, InclusionConvexVolumes, InclusionVolumes, LightAffectsClassification, LightColor, LightEnvironment, LightGuid, LightingChannels, LightListIndex, LightmapGuid, LightShadowMode, LightToWorld, MaxShadowResolution, MinShadowResolution, ModShadowColor, ModShadowFadeoutExponent, ModShadowFadeoutTime, OtherLevelsToAffect, RequireDynamicShadows, SceneInfo, ShadowFilterQuality, ShadowProjectionTechnique, UseDirectLightMap, WorldToLight

Enumerations Summary
Inherited Enumerations from Engine.LightComponent
ELightAffectsClassification, ELightShadowMode, EShadowFilterQuality, EShadowProjectionTechnique

Structures Summary
LightValues
StartTime, Radius, Brightness, LightColor
Inherited Structures from Engine.LightComponent
LightingChannelContainer

Delegates Summary
delegate OnLightFinished (UTExplosionLight Light)

Functions Summary
function ResetLight ()
Inherited Functions from Engine.PointLightComponent
SetTranslation
Inherited Functions from Engine.LightComponent
GetDirection, GetOrigin, OnUpdatePropertyBrightness, OnUpdatePropertyLightColor, SetEnabled, SetLightProperties, UpdateColorAndBrightness


Variables Detail

bCheckFrameRate Source code

var bool bCheckFrameRate;
set false after frame rate dependent properties have been tweaked.

bInitialized Source code

var bool bInitialized;
used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places

HighDetailFrameTime Source code

var float HighDetailFrameTime;
HighDetailFrameTime - if frame rate is above this, force super high detail.

Lifetime Source code

var float Lifetime;
Lifetime - how long this explosion has been going

TimeShiftIndex Source code

var int TimeShiftIndex;
Index into TimeShift array

UTExplosionLight

TimeShift Source code

var(UTExplosionLight) array<LightValues> TimeShift;


Structures Detail

LightValues Source code

struct LightValues
{
var float Brightness;
var color LightColor;
var float Radius;
var float StartTime;
};



Delegates Detail

OnLightFinished Source code

delegate OnLightFinished ( UTExplosionLight Light )
called when the light has burnt out


Functions Detail

ResetLight Source code

final native function ResetLight ( )


Defaultproperties

defaultproperties
{
   bCheckFrameRate=True
   HighDetailFrameTime=0.015000
   Radius=256.000000
   Brightness=8.000000
   LightColor=(B=255,G=255,R=255,A=255)
   CastShadows=False
   Name="Default__UTExplosionLight"
   ObjectArchetype=PointLightComponent'Engine.Default__PointLightComponent'
}

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Creation time: sk 18-3-2018 10:00:51.799 - Created with UnCodeX