Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
Include |
#include "Components/LightComponent.h" |
class ULightComponent : public ULightComponentBase
Name | Description | ||
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uint32: 1 |
bAddedToSceneVisible |
True when this light component has been added to the scene as a normal visible light. |
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uint32: 1 |
bAffectDynamicIndirectLighting |
Whether the light should be injected into the Light Propagation Volume |
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uint32: 1 |
bCastShadowsFromCinematicObjectsOnly |
Whether the light should only cast shadows from components marked as bCastCinematicShadows. |
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uint32: 1 |
bEnableLightShaftBloom |
Whether to render light shaft bloom from this light. |
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uint32: 1 |
bForceCachedShadowsForMovablePrimitives |
Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0 |
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float |
BloomMaxBrightness |
After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness. |
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float |
BloomScale |
Scales the additive color. |
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float |
BloomThreshold |
Scene color must be larger than this to create bloom in the light shafts. |
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BloomTint |
Multiplies against scene color to create the bloom color. |
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uint32: 1 |
bUseIESBrightness |
True: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking. |
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bool |
bUseRayTracedDistanceFieldShadows |
Whether to use ray traced distance field area shadows. |
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uint32: 1 |
bUseTemperature |
False: use white (D65) as illuminant. |
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uint32: 1 |
CastTranslucentShadows |
Whether the light is allowed to cast dynamic shadows from translucency. |
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float |
ContactShadowCastingIntensity |
Intensity of the shadows cast by primitives with "cast contact shadow" enabled. |
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float |
ContactShadowLength |
Length of screen space ray trace for sharp contact shadows. Zero is disabled. |
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uint32: 1 |
ContactShadowLengthInWS |
Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units. |
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float |
ContactShadowNonCastingIntensity |
Intensity of the shadows cast by primitives with "cast contact shadow" disabled. |
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DestroyFence |
Fence used to track progress of render resource destruction. |
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float |
DisabledBrightness |
Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows. |
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float |
IESBrightnessScale |
Global scale for IES brightness contribution. |
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TObjectPtr< cla... |
IESTexture |
IES texture (light profiles from real world measured data) |
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float |
LightFunctionFadeDistance |
Distance at which the light function should be completely faded to DisabledBrightness. |
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TObjectPtr< cla... |
LightFunctionMaterial |
The light function material to be applied to this light. |
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FVector |
LightFunctionScale |
Scales the light function projection. |
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LightingChannels |
Channels that this light should affect. |
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float |
MaxDistanceFadeRange |
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float |
MaxDrawDistance |
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int32 |
PreviewShadowMapChannel |
Transient shadowmap channel used to preview the results of stationary light shadowmap packing. |
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float |
RayStartOffsetDepthScale |
Controls how large of an offset ray traced shadows have from the receiving surface as the camera gets further away. |
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SceneProxy |
The light's scene info. |
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float |
ShadowBias |
Controls how accurate self shadowing of whole scene shadows from this light are. |
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float |
ShadowResolutionScale |
Scales the resolution of shadowmaps used to shadow this light. |
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float |
ShadowSharpen |
Amount to sharpen shadow filtering |
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float |
ShadowSlopeBias |
Controls how accurate self shadowing of whole scene shadows from this light are. |
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float |
SpecularScale |
Multiplier on specular highlights. |
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TObjectPtr< cla... |
StashedLightFunctionMaterial |
When clearing the light func, e.g. because the light is made static, this field remembers the last value |
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StaticShadowDepthMap |
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float |
Temperature |
Color temperature in Kelvin of the blackbody illuminant. White (D65) is 6500K. |
Name | Description | |
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ULightComponent ( |
Updates/ resets light GUIDs. |
Name | Description | ||
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bool |
AffectsBounds ( |
Test whether the light affects the given bounding volume. |
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bool |
AffectsPrimitive ( |
Test whether this light affects the given primitive. |
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void |
ApplyComponentInstanceData |
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void |
ClearLightFunctionMaterial() |
Set the light func to null, but remember the current value so it can be restored later |
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float |
ComputeLightBrightness() |
Compute current light brightness based on whether there is a valid IES profile texture attached, and whether IES brightness is enabled |
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FLightSceneP... |
CreateSceneProxy() |
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GetAtmosphereSunDiskColorScale() |
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uint8 |
GetAtmosphereSunLightIndex() |
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FBox |
GetBoundingBox() |
Return the world-space bounding box of the light's influence. |
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FSphere |
GetBoundingSphere() |
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GetColoredLightBrightness() |
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GetColorTemperature() |
Get the color temperature in the working color space. |
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FVector |
GetDirection() |
Script interface to retrieve light direction. |
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const FLight... |
GetLightComponentMapBuildData() |
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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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UMaterialInt... |
GetMaterial ( |
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int32 |
GetNumMaterials() |
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float |
GetUniformPenumbraSize() |
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void |
InitializeStaticShadowDepthMap() |
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bool |
IsShadowCast ( |
Check whether a given primitive will cast shadows from this light. |
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bool |
IsUsedAsAtmosphereSunLight() |
Whether to consider light as a sunlight for atmospheric scattering. |
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void |
ReassignStationaryLightChannels |
Iterates over ALL stationary light components in the target world and assigns their preview shadowmap channel, and updates light icons accordingly. |
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void |
SetAffectDynamicIndirectLighting ( |
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void |
SetAffectTranslucentLighting ( |
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void |
SetBloomMaxBrightness ( |
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void |
SetBloomScale ( |
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void |
SetBloomThreshold ( |
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void |
SetBloomTint ( |
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void |
SetEnableLightShaftBloom ( |
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void |
SetForceCachedShadowsForMovablePrimitives ( |
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void |
SetIESBrightnessScale ( |
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void |
SetIESTexture ( |
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void |
SetIndirectLightingIntensity ( |
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void |
SetIntensity ( |
Set intensity of the light Set brightness of the light |
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void |
SetLightBrightness ( |
Set the Intensity using the brightness. The unit of brightness depends on the light type. |
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void |
SetLightColor ( |
Set color of the light |
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void |
SetLightFColor ( |
Set color of the light |
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void |
SetLightFunctionDisabledBrightness ( |
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void |
SetLightFunctionFadeDistance ( |
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void |
SetLightFunctionMaterial ( |
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void |
SetLightFunctionScale ( |
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void |
SetLightingChannels ( |
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void |
SetMaterial ( |
Set the MaterialInterface to use for the given element index (if valid) |
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void |
SetShadowBias ( |
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void |
SetShadowSlopeBias ( |
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void |
SetSpecularScale ( |
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void |
SetTemperature ( |
Set color temperature of the light |
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void |
SetTransmission ( |
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void |
SetUseIESBrightness ( |
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void |
SetUseTemperature ( |
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void |
SetVolumetricScatteringIntensity ( |
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void |
UpdateColorAndBrightness() |
Script interface to update the color and brightness on the render thread. |
Name | Description | ||
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void |
UpdateLightSpriteTexture() |
Update the texture used on the editor sprite |
Name | Description | ||
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bool |
GetMaterialPropertyPath |
Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials |
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bool |
IsPrecomputedLightingValid() |
True if our precomputed lighting is up to date |
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void |
PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
Name | Description | ||
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void |
CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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void |
DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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TStructOnSco... |
GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation |
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FBox |
GetStreamingBounds() |
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void |
InvalidateLightingCacheDetailed ( |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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void |
OnRegister() |
UActorComponent Interface |
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void |
SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
Name | Description | ||
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void |
BeginDestroy() |
Called before destroying the object. |
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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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bool |
IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostInterpChange ( |
Called when property is modified by InterpPropertyTracks |
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void |
PostLoad() |
Called after this UObject has been serialized |
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void |
PreSave ( |
Presave function. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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FOnUpdateColorAndBrightness |
Name |
Description |
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UpdateColorAndBrightnessEvent |
Called When light color or brightness needs update |
Name | Description | ||
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uint32: 1 |
InverseSquaredFalloff_DEPRECATED |
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float |
MinRoughness_DEPRECATED |
Min roughness effective for this light. Used for softening specular highlights. |
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int32 |
ShadowMapChannel_DEPRECATED |
Legacy shadowmap channel from the lighting build, now stored in FLightComponentMapBuildData. |
Name | Description | ||
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PRAGMA_DISAB... |
PreSave ( |
Use version that takes FObjectPreSaveContext instead. |