| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/DirectionalLightComponent.h |
Include |
#include "Components/DirectionalLightComponent.h" |
class UDirectionalLightComponent : public ULightComponent
A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.
Name | Description | ||
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AtmosphereSunDiskColorScale |
A color multiplied with the sun disk luminance. |
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int32 |
AtmosphereSunLightIndex |
Two atmosphere lights are supported. For instance: a sun and a moon, or two suns. |
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uint32: 1 |
bAtmosphereSunLight |
Whether the directional light can interact with the atmosphere, cloud and generate a visual disk. |
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uint32: 1 |
bCastCloudShadows |
Whether the light should cast any shadows from clouds onto the atmosphere and other scene elements. |
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uint32: 1 |
bCastModulatedShadows |
Whether the light should cast modulated shadows from dynamic objects (mobile only). |
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uint32: 1 |
bCastShadowsOnAtmosphere |
Whether the light should cast any shadows from opaque meshes onto the atmosphere. |
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uint32: 1 |
bCastShadowsOnClouds |
Whether the light should cast any shadows from opaque meshes onto clouds. |
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uint32: 1 |
bEnableLightShaftOcclusion |
Whether to occlude fog and atmosphere inscattering with screenspace blurred occlusion from this light. |
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uint32: 1 |
bPerPixelAtmosphereTransmittance |
Whether to apply atmosphere transmittance per pixel on opaque meshes, instead of using the light global transmittance. |
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uint32: 1 |
bUseInsetShadowsForMovableObjects |
Stationary lights only: Whether to use per-object inset shadows for movable components, even though cascaded shadow maps are enabled. |
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float |
CascadeDistributionExponent |
Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent). |
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float |
CascadeTransitionFraction |
Proportion of the fade region between cascades. |
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CloudScatteredLuminanceScale |
Scales the lights contribution when scattered in cloud participating media. |
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float |
CloudShadowDepthBias |
The bias applied to the shadow front depth of the volumetric cloud shadow map. |
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float |
CloudShadowExtent |
The world space radius of the cloud shadow map around the camera in kilometers. |
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float |
CloudShadowMapResolutionScale |
Scale the cloud shadow map resolution, base resolution is 512. |
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float |
CloudShadowOnAtmosphereStrength |
The strength of the shadow on atmosphere. Disabled when 0. |
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float |
CloudShadowOnSurfaceStrength |
The strength of the shadow on opaque and transparent meshes. Disabled when 0. |
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float |
CloudShadowRaySampleCountScale |
Scale the shadow map tracing sample count. |
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float |
CloudShadowStrength |
The overall strength of the cloud shadow, higher value will block more light. |
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float |
DistanceFieldShadowDistance |
Distance at which the ray traced shadow cascade should end. |
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int32 |
DynamicShadowCascades |
Number of cascades to split the view frustum into for the whole scene dynamic shadow. |
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float |
DynamicShadowDistanceMovableLight |
How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera. |
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float |
DynamicShadowDistanceStationaryLight |
How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera. |
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int32 |
FarShadowCascadeCount |
0: no DistantShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and DistantShadowDistance that are covered by distant shadow cascades. |
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float |
FarShadowDistance |
Distance at which the far shadow cascade should end. |
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int32 |
ForwardShadingPriority |
Forward lighting priority for the single directional light that will be used for forward shading, translucent, single layer water and volumetric fog. |
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LightmassSettings |
The Lightmass settings for this object. |
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FVector |
LightShaftOverrideDirection |
Can be used to make light shafts come from somewhere other than the light's actual direction. |
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float |
LightSourceAngle |
Angle subtended by light source in degrees (also known as angular diameter). |
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float |
LightSourceSoftAngle |
Angle subtended by soft light source in degrees. |
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ModulatedShadowColor |
Color to modulate against the scene color when rendering modulated shadows. (mobile only) |
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float |
OcclusionDepthRange |
Everything closer to the camera than this distance will occlude light shafts. |
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float |
OcclusionMaskDarkness |
Controls how dark the occlusion masking is, a value of 1 results in no darkening term. |
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float |
ShadowAmount |
Control the amount of shadow occlusion. A value of 0 means no occlusion, thus no shadow. |
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float |
ShadowCascadeBiasDistribution |
Controls the depth bias scaling across cascades. |
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float |
ShadowDistanceFadeoutFraction |
Controls the size of the fade out region at the far extent of the dynamic shadow's influence. |
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float |
ShadowSourceAngleFactor |
Shadow source angle factor, relative to the light source angle. |
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float |
TraceDistance |
Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost. |
Name | Description | |
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UDirectionalLightComponent ( |
Name | Description | ||
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void |
SetAtmosphereSunLight ( |
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void |
SetAtmosphereSunLightIndex ( |
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void |
SetCascadeDistributionExponent ( |
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void |
SetCascadeTransitionFraction ( |
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void |
SetDynamicShadowCascades ( |
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void |
SetDynamicShadowDistanceMovableLight ( |
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void |
SetDynamicShadowDistanceStationaryLight ( |
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void |
SetEnableLightShaftOcclusion ( |
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void |
SetForwardShadingPriority ( |
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void |
SetLightShaftOverrideDirection ( |
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void |
SetLightSourceAngle ( |
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void |
SetLightSourceSoftAngle ( |
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void |
SetOcclusionDepthRange ( |
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void |
SetOcclusionMaskDarkness ( |
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void |
SetShadowAmount ( |
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void |
SetShadowCascadeBiasDistribution ( |
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void |
SetShadowDistanceFadeoutFraction ( |
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void |
SetShadowSourceAngleFactor ( |
Name | Description | ||
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FLightSceneP... |
CreateSceneProxy() |
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GetAtmosphereSunDiskColorScale() |
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uint8 |
GetAtmosphereSunLightIndex() |
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FLightmassLi... |
GetLightmassSettings() |
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FVector4 |
GetLightPosition() |
Return the homogenous position of the light. |
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ELightCompon... |
GetLightType() |
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float |
GetUniformPenumbraSize() |
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bool |
IsUsedAsAtmosphereSunLight() |
Whether to consider light as a sunlight for atmospheric scattering. |
Name | Description | ||
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bool |
ForceActorNonSpatiallyLoaded() |
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void |
InvalidateLightingCacheDetailed ( |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
Name | Description | ||
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bool |
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void |
PostEditChangeProperty ( |
Called after property has changed via e.g. property window or set command. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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uint32: 1 |
bUsedAsAtmosphereSunLight_DEPRECATED |
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float |
WholeSceneDynamicShadowRadius_DEPRECATED |