ULightComponentBase

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MacOS
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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/LightComponentBase.h

Include

#include "Components/LightComponentBase.h"

Syntax

class ULightComponentBase : public USceneComponent

Variables

Name Description

Public variable

uint32: 1

 

bAffectGlobalIllumination

Whether the light affects global illumination, when ray-traced global illumination is enabled.

Public variable

uint32: 1

 

bAffectReflection

Whether the light affects objects in reflections, when ray-traced reflection is enabled.

Public variable

uint32: 1

 

bAffectsWorld

Whether the light can affect the world, or whether it is disabled.

Public variable

uint32: 1

 

bAffectTranslucentLighting

Whether the light affects translucency or not.

Public variable

uint32: 1

 

bCastDeepShadow

Whether the light should cast high quality hair-strands self-shadowing.

Public variable

uint32: 1

 

bCastRaytracedShadow

Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).

Public variable

uint32: 1

 

bCastVolumetricShadow

Whether the light shadows volumetric fog. Disabling this can save GPU time.

Public variable

uint32: 1

 

bTransmission

Whether light from this light transmits through surfaces with subsurface scattering profiles.

Public variable

uint32: 1

 

CastDynamicShadows

Whether the light should cast shadows from dynamic objects.

Public variable

uint32: 1

 

CastShadows

Whether the light should cast any shadows.

Public variable

uint32: 1

 

CastStaticShadows

Whether the light should cast shadows from static objects.

Public variable

UTexture2D *...

 

DynamicEditorTexture

Sprite for dynamic light in the editor.

Public variable

float

 

DynamicEditorTextureScale

Sprite scaling for dynamic light in the editor.

Public variable

float

 

IndirectLightingIntensity

Scales the indirect lighting contribution from this light.

Public variable

float

 

Intensity

Total energy that the light emits.

Public variable

FColor

 

LightColor

Filter color of the light. Note that this can change the light's effective intensity.

Public variable

FGuid

 

LightGuid

GUID used to associate a light component with precomputed shadowing information across levels.

Public variable

int

 

SamplesPerPixel

Samples per pixel for ray tracing

Public variable

UTexture2D *...

 

StaticEditorTexture

Sprite for static light in the editor.

Public variable

float

 

StaticEditorTextureScale

Sprite scaling for static light in the editor.

Public variable

float

 

VolumetricScatteringIntensity

Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.

Constructors

Name Description

Public function

ULightComponentBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

UTexture2D &...

 

GetEditorSprite()

Public function Const

float

 

GetEditorSpriteScale()

Public function Const

FLinearColor

 

GetLightColor()

Gets the light color as a linear color

Public function Const

bool

 

HasStaticLighting()

Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting.

Public function Const

bool

 

HasStaticShadowing()

Whether the light has static direct shadowing.

Public function Const

bool

 

IsMovable()

Returns true if the light's Mobility is set to Movable

Public function

void

 

SetAffectGlobalIllumination

(
    bool bNewValue
)

Public function

void

 

SetAffectReflection

(
    bool bNewValue
)

Public function

void

 

SetCastDeepShadow

(
    bool bNewValue
)

Public function

void

 

SetCastRaytracedShadow

(
    bool bNewValue
)

Public function

void

 

SetCastShadows

(
    bool bNewValue
)

Sets whether this light casts shadows

Public function

void

 

SetCastVolumetricShadow

(
    bool bNewValue
)

Public function

void

 

SetSamplesPerPixel

(
    int NewValue
)

Public function Virtual

void

 

UpdateLightGUIDs()

Update/reset light GUIDs.

Public function Virtual

void

 

UpdateLightSpriteTexture()

Update the texture used on the editor sprite

Public function

void

 

ValidateLightGUIDs()

Validate light GUIDs and resets as appropriate.

Validates light GUIDs and resets as appropriate.

Overridden from USceneComponent

Name Description

Public function Virtual Const

FBoxSphereBo...

 

GetPlacementExtent()

Get the extent used when placing this component in the editor, used for 'pulling back' hit.

Public function Virtual Const

bool

 

ShouldCollideWhenPlacing()

We return a small bounds to allow us to non-interpenetrates when placing lights in the level.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

OnRegister()

UActorComponent Interface

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

PostDuplicate

(
    EDuplicateMode::Type DuplicateMode
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditImport()

UObject interface

Public function Virtual

void

 

PostLoad()

UObject Interface

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

float

 

Brightness_DEPRECATED

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