USkyAtmosphereComponent

A component that represents a planet atmosphere material and simulates sky and light scattering within it.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Components/SkyAtmosphereComponent.h"

Syntax

class USkyAtmosphereComponent : public USceneComponent

Remarks

A component that represents a planet atmosphere material and simulates sky and light scattering within it.

Variables

Name Description

Public variable

float

 

AerialPerspectiveStartDepth

The distance (kilometers) at which we start evaluating the aerial perspective.

Public variable

float

 

AerialPespectiveViewDistanceScale

Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

Public variable

float

 

AtmosphereHeight

The height of the atmosphere layer above the ground in kilometers.

Public variable

float

 

BottomRadius

The radius in kilometers from the center of the planet to the ground level.

Public variable

FColor

 

GroundAlbedo

The ground albedo that will tint the atmosphere when the sun light will bounce on it.

Public variable

float

 

HeightFogContribution

Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

Public variable

FLinearColor

 

MieAbsorption

The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer.

Public variable

float

 

MieAbsorptionScale

Mie absorption coefficient scale.

Public variable

float

 

MieAnisotropy

A value of 0 mean light is uniformly scattered.

Public variable

float

 

MieExponentialDistribution

The altitude in kilometer at which Mie effects are reduced to 40%.

Public variable

FLinearColor

 

MieScattering

The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer.

Public variable

float

 

MieScatteringScale

Mie scattering coefficient scale.

Public variable

float

 

MultiScatteringFactor

Render multi scattering as if sun light would bounce around in the atmosphere.

Public variable

FLinearColor

 

OtherAbsorption

Absorption coefficients for another atmosphere layer.

Public variable

float

 

OtherAbsorptionScale

Absorption coefficients for another atmosphere layer.

Public variable

FTentDistributi...

 

OtherTentDistribution

Represents the altitude based tent distribution of absorption particles in the atmosphere.

Public variable

float

 

RayleighExponentialDistribution

The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

Public variable

FLinearColor

 

RayleighScattering

The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

Public variable

float

 

RayleighScatteringScale

Rayleigh scattering coefficient scale.

Public variable

FLinearColor

 

SkyLuminanceFactor

Scales the luminance of pixels representing the sky, i.e. not belonging to any surface.

Public variable

float

 

TraceSampleCountScale

Scale the atmosphere tracing sample count.

Public variable

ESkyAtmosphereT...

 

TransformMode

The ground albedo that will tint the atmosphere when the sun light will bounce on it.

Public variable

float

 

TransmittanceMinLightElevationAngle

The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground.

Constructors

Name Description

Public function

USkyAtmosphereComponent

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~USkyAtmosphereComponent()

Functions

Name Description

Public function

FLinearColor

 

GetAtmosphereTransmitanceOnGroundAtPlanetTop

(
    UDirectionalLightComponent* Di...
)

Public function Const

void

 

GetOverrideLightStatus

(
    bool* OverrideAtmosphericLight,
    FVector* OverrideAtmosphericLi...
)

Public function Const

FGuid

 

GetStaticLightingBuiltGuid()

Public function

void

 

OverrideAtmosphereLightDirection

(
    int32 AtmosphereLightIndex,
    const FVector& LightDirection
)

Public function

void

 

SetAerialPespectiveViewDistanceScale

(
    float NewValue
)

Public function

void

 

SetAtmosphereHeight

(
    float NewValue
)

Public function

void

 

SetHeightFogContribution

(
    float NewValue
)

Public function

void

 

SetMieAbsorption

(
    FLinearColor NewValue
)

Public function

void

 

SetMieAbsorptionScale

(
    float NewValue
)

Public function

void

 

SetMieAnisotropy

(
    float NewValue
)

Public function

void

 

SetMieExponentialDistribution

(
    float NewValue
)

Public function

void

 

SetMieScattering

(
    FLinearColor NewValue
)

Public function

void

 

SetMieScatteringScale

(
    float NewValue
)

Public function

void

 

SetMultiScatteringFactor

(
    float NewValue
)

Public function

void

 

SetOtherAbsorption

(
    FLinearColor NewValue
)

Public function

void

 

SetOtherAbsorptionScale

(
    float NewValue
)

Public function

void

 

SetRayleighExponentialDistribution

(
    float NewValue
)

Public function

void

 

SetRayleighScattering

(
    FLinearColor NewValue
)

Public function

void

 

SetRayleighScatteringScale

(
    float NewValue
)

Public function

void

 

SetSkyLuminanceFactor

(
    FLinearColor NewValue
)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog.

Protected function Virtual

void

 

CreateRenderState_Concurrent

(
    FRegisterComponentContext* Con...
)

Used to create any rendering thread information for this component

Protected function Virtual

void

 

DestroyRenderState_Concurrent()

Used to shut down any rendering thread structure for this component

Protected function Virtual

void

 

SendRenderTransform_Concurrent()

Called to send a transform update for this component to the rendering thread

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInterpChange

(
    FProperty* PropertyThatChanged
)

This is called when property is modified by InterpPropertyTracks

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

See Also

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