unreal.SkyLightComponent

class unreal.SkyLightComponent(outer=None, name='None')

Bases: unreal.LightComponentBase

Sky Light Component

C++ Source:

  • Module: Engine

  • File: SkyLightComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • affect_global_illumination (bool): [Read-Write] Affect Global Illumination: Whether the light affects global illumination, when ray-traced global illumination is enabled.

  • affect_reflection (bool): [Read-Write] Affect Reflection: Whether the light affects objects in reflections, when ray-traced reflection is enabled.

  • affect_translucent_lighting (bool): [Read-Write] Affect Translucent Lighting: Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.

  • affects_world (bool): [Read-Write] Affects World: Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • capture_emissive_only (bool): [Read-Write] Capture Emissive Only: Only capture emissive materials. Skips all lighting making the capture cheaper. Recomended when using CaptureEveryFrame

  • cast_deep_shadow (bool): [Read-Write] Cast Deep Shadow: Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.

  • cast_dynamic_shadows (bool): [Read-Write] Cast Dynamic Shadows: Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.

  • cast_raytraced_shadow (CastRayTracedShadow): [Read-Write] Cast Raytraced Shadow

  • cast_shadows (bool): [Read-Write] Cast Shadows: Whether the light should cast any shadows.

  • cast_static_shadows (bool): [Read-Write] Cast Static Shadows: Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.

  • cast_volumetric_shadow (bool): [Read-Write] Cast Volumetric Shadow: Whether the light shadows volumetric fog. Disabling this can save GPU time.

  • cloud_ambient_occlusion (bool): [Read-Write] Cloud Ambient Occlusion: Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.

  • cloud_ambient_occlusion_aperture_scale (float): [Read-Write] Cloud Ambient Occlusion Aperture Scale: Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. A value of 1 means take into account the entire hemisphere resulting in blurry occlusion, while a value of 0 means take into account a single up occlusion direction up resulting in sharp occlusion.

  • cloud_ambient_occlusion_extent (float): [Read-Write] Cloud Ambient Occlusion Extent: The world space radius of the cloud ambient occlusion map around the camera in kilometers.

  • cloud_ambient_occlusion_map_resolution_scale (float): [Read-Write] Cloud Ambient Occlusion Map Resolution Scale: Scale the cloud ambient occlusion map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.SkyAO.MaxResolution’.

  • cloud_ambient_occlusion_strength (float): [Read-Write] Cloud Ambient Occlusion Strength: The strength of the ambient occlusion, higher value will block more light.

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • contrast (float): [Read-Write] Contrast: Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.

  • cubemap (TextureCube): [Read-Write] Cubemap: Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.

  • cubemap_resolution (int32): [Read-Write] Cubemap Resolution: Maximum resolution for the very top processed cubemap mip. Must be a power of 2.

  • deep_shadow_layer_distribution (float): [Read-Write] Deep Shadow Layer Distribution: Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • indirect_lighting_intensity (float): [Read-Write] Indirect Lighting Intensity: Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.

  • intensity (float): [Read-Write] Intensity: Total energy that the light emits.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • light_color (Color): [Read-Write] Light Color: Filter color of the light. Note that this can change the light’s effective intensity.

  • lower_hemisphere_color (LinearColor): [Read-Write] Lower Hemisphere Color

  • lower_hemisphere_is_black (bool): [Read-Write] Lower Hemisphere Is Black: Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. Enabling this is accurate when lighting a scene on a planet where the ground blocks the sky, However disabling it can be useful to approximate skylight bounce lighting (eg Movable light).

  • min_occlusion (float): [Read-Write] Min Occlusion: Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • occlusion_combine_mode (OcclusionCombineMode): [Read-Write] Occlusion Combine Mode: Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.

  • occlusion_exponent (float): [Read-Write] Occlusion Exponent: Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.

  • occlusion_max_distance (float): [Read-Write] Occlusion Max Distance: Max distance that the occlusion of one point will affect another. Higher values increase the cost of Distance Field AO exponentially.

  • occlusion_tint (Color): [Read-Write] Occlusion Tint: Tint color on occluded areas, artistic control.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • real_time_capture (bool): [Read-Write] Real Time Capture: When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account.

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • samples_per_pixel (int32): [Read-Write] Samples Per Pixel: Samples per pixel for ray tracing

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • sky_distance_threshold (float): [Read-Write] Sky Distance Threshold: Distance from the sky light at which any geometry should be treated as part of the sky. This is also used by reflection captures, so update reflection captures to see the impact.

  • source_cubemap_angle (float): [Read-Write] Source Cubemap Angle: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

  • source_type (SkyLightSourceType): [Read-Write] Source Type: Indicates where to get the light contribution from.

  • transmission (bool): [Read-Write] Transmission: Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • volumetric_scattering_intensity (float): [Read-Write] Volumetric Scattering Intensity: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.

property capture_emissive_only

[Read-Only] Capture Emissive Only: Only capture emissive materials. Skips all lighting making the capture cheaper. Recomended when using CaptureEveryFrame

Type

(bool)

property cloud_ambient_occlusion

[Read-Only] Cloud Ambient Occlusion: Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.

Type

(bool)

property cloud_ambient_occlusion_aperture_scale

[Read-Only] Cloud Ambient Occlusion Aperture Scale: Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. A value of 1 means take into account the entire hemisphere resulting in blurry occlusion, while a value of 0 means take into account a single up occlusion direction up resulting in sharp occlusion.

Type

(float)

property cloud_ambient_occlusion_extent

[Read-Only] Cloud Ambient Occlusion Extent: The world space radius of the cloud ambient occlusion map around the camera in kilometers.

Type

(float)

property cloud_ambient_occlusion_map_resolution_scale

[Read-Only] Cloud Ambient Occlusion Map Resolution Scale: Scale the cloud ambient occlusion map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.SkyAO.MaxResolution’.

Type

(float)

property cloud_ambient_occlusion_strength

[Read-Only] Cloud Ambient Occlusion Strength: The strength of the ambient occlusion, higher value will block more light.

Type

(float)

property contrast

[Read-Only] Contrast: Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.

Type

(float)

property cubemap

[Read-Only] Cubemap: Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.

Type

(TextureCube)

property cubemap_resolution

[Read-Only] Cubemap Resolution: Maximum resolution for the very top processed cubemap mip. Must be a power of 2.

Type

(int32)

property lower_hemisphere_color

[Read-Only] Lower Hemisphere Color

Type

(LinearColor)

property lower_hemisphere_is_black

[Read-Only] Lower Hemisphere Is Black: Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. Enabling this is accurate when lighting a scene on a planet where the ground blocks the sky, However disabling it can be useful to approximate skylight bounce lighting (eg Movable light).

Type

(bool)

property min_occlusion

[Read-Only] Min Occlusion: Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.

Type

(float)

property occlusion_combine_mode

[Read-Only] Occlusion Combine Mode: Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.

Type

(OcclusionCombineMode)

property occlusion_exponent

[Read-Only] Occlusion Exponent: Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.

Type

(float)

property occlusion_max_distance

[Read-Only] Occlusion Max Distance: Max distance that the occlusion of one point will affect another. Higher values increase the cost of Distance Field AO exponentially.

Type

(float)

property occlusion_tint

[Read-Only] Occlusion Tint: Tint color on occluded areas, artistic control.

Type

(Color)

property real_time_capture

[Read-Only] Real Time Capture: When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account.

Type

(bool)

recapture_sky() None

Recaptures the scene for the skylight. This is useful for making sure the sky light is up to date after changing something in the world that it would capture. Warning: this is very costly and will definitely cause a hitch.

set_brightness(new_intensity)

deprecated: ‘set_brightness’ was renamed to ‘set_intensity’.

set_cubemap(new_cubemap) None

Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.

Parameters

new_cubemap (TextureCube) –

set_cubemap_blend(source_cubemap, destination_cubemap, blend_fraction) None

Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. This can be used to seamlessly transition sky lighting between different times of day. The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. The caller is responsible for avoiding pops due to changing the source or destination.

Parameters
set_indirect_lighting_intensity(new_intensity) None

Set Indirect Lighting Intensity

Parameters

new_intensity (float) –

set_intensity(new_intensity) None

Set Intensity

Parameters

new_intensity (float) –

set_light_color(new_light_color) None

Set color of the light

Parameters

new_light_color (LinearColor) –

set_lower_hemisphere_color(lower_hemisphere_color) None

Set Lower Hemisphere Color

Parameters

lower_hemisphere_color (LinearColor) –

set_min_occlusion(min_occlusion) None

Set Min Occlusion

Parameters

min_occlusion (float) –

set_occlusion_contrast(occlusion_contrast) None

Set Occlusion Contrast

Parameters

occlusion_contrast (float) –

set_occlusion_exponent(occlusion_exponent) None

Set Occlusion Exponent

Parameters

occlusion_exponent (float) –

set_occlusion_tint(tint) None

Set Occlusion Tint

Parameters

tint (Color) –

set_volumetric_scattering_intensity(new_intensity) None

Set Volumetric Scattering Intensity

Parameters

new_intensity (float) –

property sky_distance_threshold

[Read-Only] Sky Distance Threshold: Distance from the sky light at which any geometry should be treated as part of the sky. This is also used by reflection captures, so update reflection captures to see the impact.

Type

(float)

property source_cubemap_angle

[Read-Only] Source Cubemap Angle: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

Type

(float)

property source_type

[Read-Only] Source Type: Indicates where to get the light contribution from.

Type

(SkyLightSourceType)