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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Core.Component
|
+-- Engine.ActorComponent
|
+-- Engine.LightComponent
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+-- Engine.PointLightComponent
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+-- UTGame.UTExplosionLight
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 | |
|---|---|
| bool | bCheckFrameRate |
| bool | bInitialized |
| float | HighDetailFrameTime |
| float | Lifetime |
| int | TimeShiftIndex |
| UTExplosionLight | |
| array<LightValues> | TimeShift |
| Inherited Variables from Engine.PointLightComponent |
|---|
| CachedParentToWorld, FalloffExponent, PreviewLightRadius, Radius, ShadowFalloffExponent, ShadowRadiusMultiplier, Translation |
| 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 | ||
|---|---|---|
![]() | OnLightFinished (UTExplosionLight Light) | |
| Functions Summary | ||
|---|---|---|
![]() | ResetLight () | |
| Inherited Functions from Engine.PointLightComponent |
|---|
| SetTranslation |
| Inherited Functions from Engine.LightComponent |
|---|
| GetDirection, GetOrigin, OnUpdatePropertyBrightness, OnUpdatePropertyLightColor, SetEnabled, SetLightProperties, UpdateColorAndBrightness |
| Variables Detail |
|---|
set false after frame rate dependent properties have been tweaked.
used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places
HighDetailFrameTime - if frame rate is above this, force super high detail.
Lifetime - how long this explosion has been going
Index into TimeShift array
| Structures Detail |
|---|
var float Brightness;};
var color LightColor;
var float Radius;
var float StartTime;
| Delegates Detail |
|---|
OnLightFinished Source codecalled when the light has burnt out
| Functions Detail |
|---|
ResetLight Source code| 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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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