UParticleModuleLight

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/Light/ParticleModuleLight.h

Include

#include "Particles/Light/ParticleModuleLight.h"

Syntax

class UParticleModuleLight : public UParticleModuleLightBase

Variables

Name Description

Public variable

bool

 

bAffectsTranslucency

Whether lights from this module should affect translucency.

Public variable

bool

 

bHighQualityLights

Converts the particle lights into high quality lights as if they came from a PointLightComponent.

Public variable

bool

 

bPreviewLightRadius

Will draw wireframe spheres to preview the light radius if enabled.

Public variable

FRawDistributio...

 

BrightnessOverLife

Brightness scale for the light, which can be setup as a curve over the particle's lifetime.

Public variable

bool

 

bShadowCastingLights

Whether to cast shadows from the particle lights.

Public variable

bool

 

bUseInverseSquaredFalloff

Whether to use physically based inverse squared falloff from the light.

Public variable

FRawDistributio...

 

ColorScaleOverLife

Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime.

Public variable

FRawDistributio...

 

LightExponent

Provides the light's exponent when inverse squared falloff is disabled.

Public variable

FLightingChanne...

 

LightingChannels

Channels that this light should affect.

Public variable

FRawDistributio...

 

RadiusScale

Scales the particle's radius, to calculate the light's radius.

Public variable

float

 

SpawnFraction

Fraction of particles in this emitter to create lights on.

Public variable

float

 

VolumetricScatteringIntensity

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

Constructors

Name Description

Public function

UParticleModuleLight

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

InitializeDefaults()

Initializes the default values for this property

Public function

void

 

SpawnEx

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float SpawnTime,
    FRandomStream* InRandomStream,
    FBaseParticle* ParticleBase
)

Overridden from UParticleModule

Name Description

Public function Virtual

bool

 

CanTickInAnyThread()

Return false if this emitter requires a game thread tick

Public function Virtual Const

EModuleType

 

GetModuleType()

Retrieve the ModuleType of this module.

Public function Virtual

void

 

Render3DPreview

(
    FParticleEmitterInstance* Owne...,
    const FSceneView* View,
    FPrimitiveDrawInterface* PDI
)

Render the modules 3D visualization helper primitive.

Public function Virtual

uint32

 

RequiredBytes

(
    UParticleModuleTypeDataBase* T...
)

Returns the number of bytes that the module requires in the particle payload block.

Public function Virtual

void

 

SetToSensibleDefaults

(
    UParticleEmitter* Owner
)

For Cascade.

Public function Virtual

void

 

Spawn

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float SpawnTime,
    FBaseParticle* ParticleBase
)

Called on a particle that is freshly spawned by the emitter.

Public function Virtual

void

 

Update

(
    FParticleEmitterInstance* Owne...,
    int32 Offset,
    float DeltaTime
)

Called on a particle that is being updated by its emitter.

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

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

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