Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/LightComponentBase.h |
Include |
#include "Components/LightComponentBase.h" |
class ULightComponentBase : public USceneComponent
Name | Description | ||
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uint32: 1 |
bAffectGlobalIllumination |
Whether the light affects global illumination, when ray-traced global illumination is enabled. |
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uint32: 1 |
bAffectReflection |
Whether the light affects objects in reflections, when ray-traced reflection is enabled. |
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uint32: 1 |
bAffectsWorld |
Whether the light can affect the world, or whether it is disabled. |
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uint32: 1 |
bAffectTranslucentLighting |
Whether the light affects translucency or not. |
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uint32: 1 |
bCastDeepShadow |
Whether the light should cast high quality hair-strands self-shadowing. |
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uint32: 1 |
bCastVolumetricShadow |
Whether the light shadows volumetric fog. Disabling this can save GPU time. |
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uint32: 1 |
bTransmission |
Whether light from this light transmits through surfaces with subsurface scattering profiles. |
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uint32: 1 |
CastDynamicShadows |
Whether the light should cast shadows from dynamic objects. |
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TEnumAsByte< EC... |
CastRaytracedShadow |
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uint32: 1 |
CastShadows |
Whether the light should cast any shadows. |
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uint32: 1 |
CastStaticShadows |
Whether the light should cast shadows from static objects. |
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float |
DeepShadowLayerDistribution |
Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details). |
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TObjectPtr< UTe... |
DynamicEditorTexture |
Sprite for dynamic light in the editor. |
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float |
DynamicEditorTextureScale |
Sprite scaling for dynamic light in the editor. |
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float |
IndirectLightingIntensity |
Scales the indirect lighting contribution from this light. |
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float |
Intensity |
Total energy that the light emits. |
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LightColor |
Filter color of the light. Note that this can change the light's effective intensity. |
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LightGuid |
GUID used to associate a light component with precomputed shadowing information across levels. |
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int |
SamplesPerPixel |
Samples per pixel for ray tracing |
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TObjectPtr< UTe... |
StaticEditorTexture |
Sprite for static light in the editor. |
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float |
StaticEditorTextureScale |
Sprite scaling for static light in the editor. |
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float |
VolumetricScatteringIntensity |
Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. |
Name | Description | |
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ULightComponentBase ( |
Name | Description | ||
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UTexture2D &... |
GetEditorSprite() |
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float |
GetEditorSpriteScale() |
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GetLightColor() |
Gets the light color as a linear color |
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bool |
HasStaticLighting() |
Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. |
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bool |
HasStaticShadowing() |
Whether the light has static direct shadowing. |
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bool |
IsMovable() |
Returns true if the light's Mobility is set to Movable |
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void |
SetAffectGlobalIllumination ( |
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void |
SetAffectReflection ( |
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void |
SetCastDeepShadow ( |
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void |
SetCastRaytracedShadow ( |
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void |
SetCastRaytracedShadows ( |
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void |
SetCastShadows ( |
Sets whether this light casts shadows |
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void |
SetCastVolumetricShadow ( |
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void |
SetSamplesPerPixel ( |
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void |
UpdateLightGUIDs() |
Update/reset light GUIDs. |
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void |
UpdateLightSpriteTexture() |
Update the texture used on the editor sprite |
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void |
ValidateLightGUIDs() |
Validate light GUIDs and resets as appropriate. Validates light GUIDs and resets as appropriate. |
Name | Description | ||
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|
FBoxSphereBo... |
GetPlacementExtent() |
Get the extent used when placing this component in the editor, used for 'pulling back' hit. |
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bool |
ShouldCollideWhenPlacing() |
We return a small bounds to allow us to non-interpenetrates when placing lights in the level. |
Name | Description | ||
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void |
OnRegister() |
UActorComponent Interface |
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void |
OnUnregister() |
Called when a component is unregistered. |
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 |
PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostEditImport() |
UObject interface |
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void |
PostLoad() |
UObject Interface |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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uint32: 1 |
bCastRaytracedShadow_DEPRECATED |
Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). |
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float |
Brightness_DEPRECATED |