UVolumetricCloudComponent

A component that represents a participating media material around a planet, e.g. clouds.

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Components/VolumetricCloudComponent.h"

Syntax

class UVolumetricCloudComponent : public USceneComponent

Remarks

A component that represents a participating media material around a planet, e.g. clouds.

Variables

Name Description

Public variable

uint32: 1

 

bUsePerSampleAtmosphericLightTransmittance

Whether to apply atmosphere transmittance per sample, instead of using the light global transmittance.

Public variable

FColor

 

GroundAlbedo

The ground albedo used to light the cloud from below with respect to the sun light and sky atmosphere.

Public variable

float

 

LayerBottomAltitude

The altitude at which the cloud layer starts. (kilometers above the ground)

Public variable

float

 

LayerHeight

The altitude at which the cloud layer ends. (kilometers above the ground)

Public variable

UMaterialInterf...

 

Material

The material describing the cloud volume. It must be a Volume domain material.

Public variable

float

 

PlanetRadius

The planet radius used when there is not SkyAtmosphere component present in the scene.

Public variable

float

 

ReflectionSampleCountScale

Scale the tracing sample count in reflection views.

Public variable

float

 

ShadowReflectionSampleCountScale

Scale the shadow tracing sample count in reflection views, only used with Advanced Output ray marched shadows.

Public variable

float

 

ShadowTracingDistance

The shadow tracing distance in kilometers, only used with Advanced Output ray marched shadows.

Public variable

float

 

ShadowViewSampleCountScale

Scale the shadow tracing sample count in primary views, only used with Advanced Output ray marched shadows.

Public variable

float

 

SkyLightCloudBottomOcclusion

BUsePerSampleAtmosphericLightTransmittance is there on the cloud component and not on the light because otherwise we would need optimisation permutations of the cloud shader.

Public variable

float

 

StopTracingTransmittanceThreshold

When the mean transmittance is below this threashold, we stop tracing.

Public variable

float

 

TracingMaxDistance

The maximum distance that will be traced inside the cloud layer. (kilometers)

Public variable

float

 

TracingStartMaxDistance

The maximum distance of the volumetric surface before which we will accept to start tracing.

Public variable

float

 

ViewSampleCountScale

Scale the tracing sample count in primary views.

Constructors

Name Description

Public function

UVolumetricCloudComponent

(
    const FObjectInitializer& ObjectIn...
)

Destructors

Name Description

Public function

~UVolumetricCloudComponent()

Functions

Name Description

Public function

void

 

SetbUsePerSampleAtmosphericLightTransmittance

(
    bool NewValue
)

Public function

void

 

SetGroundAlbedo

(
    FColor NewValue
)

Public function

void

 

SetLayerBottomAltitude

(
    float NewValue
)

Public function

void

 

SetLayerHeight

(
    float NewValue
)

Public function

void

 

SetMaterial

(
    UMaterialInterface* NewValue
)

Public function

void

 

SetPlanetRadius

(
    float NewValue
)

Public function

void

 

SetReflectionSampleCountScale

(
    float NewValue
)

Public function

void

 

SetShadowReflectionSampleCountScale

(
    float NewValue
)

Public function

void

 

SetShadowTracingDistance

(
    float NewValue
)

Public function

void

 

SetShadowViewSampleCountScale

(
    float NewValue
)

Public function

void

 

SetSkyLightCloudBottomOcclusion

(
    float NewValue
)

Public function

void

 

SetStopTracingTransmittanceThreshold

(
    float NewValue
)

Public function

void

 

SetTracingMaxDistance

(
    float NewValue
)

Public function

void

 

SetTracingStartMaxDistance

(
    float NewValue
)

Public function

void

 

SetViewSampleCountScale

(
    float 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

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.

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