ALight

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Engine/Light.h"

Syntax

class ALight : public AActor

Variables

Name Description

Public variable

uint32: 1

 

bEnabled

Replicated copy of LightComponent's bEnabled property

Constructors

Name Description

Public function

ALight

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

float

 

GetBrightness()

Public function Const

FLinearColor

 

GetLightColor()

Public function Const

ULightCompon...

 

GetLightComponent()

Returns LightComponent subobject

Public function Const

bool

 

IsEnabled()

Public function Const

bool

 

IsToggleable()

Return whether the light supports being toggled off and on on-the-fly.

Public function Virtual

void

 

OnRep_bEnabled()

Replication Notification Callbacks

Public function

void

 

SetAffectTranslucentLighting

(
    bool bNewValue
)

Public function

void

 

SetBrightness

(
    float NewBrightness
)

Public function

void

 

SetCastShadows

(
    bool bNewValue
)

Public function

void

 

SetEnabled

(
    bool bSetEnabled
)

BEGIN DEPRECATED (use component functions now in level script)

Public function

void

 

SetLightColor

(
    FLinearColor NewLightColor
)

Public function

void

 

SetLightFunctionFadeDistance

(
    float NewLightFunctionFadeDistance
)

Public function

void

 

SetLightFunctionMaterial

(
    UMaterialInterface* NewLightFu...
)

Public function

void

 

SetLightFunctionScale

(
    FVector NewLightFunctionScale
)

Public function

void

 

SetMobility

(
    EComponentMobility::Type InMobility
)

Function to change mobility type of light

Public function

void

 

ToggleEnabled()

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

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

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual Const

bool

 

IsLevelBoundsRelevant()

Indicates whether this actor should participate in level bounds calculations

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< FLifetimeProperty >& OutLi...
)

Returns properties that are replicated for the lifetime of the actor channel