I love the smell of UnrealEd crashing in the morning. – tarquin

UE3:DynamicLightEnvironmentComponent (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UT3 Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent

Contents

Package: 
Engine
This class in other games:
UDK

This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'DynamicLightEnvironmentComponent'

[edit] AmbientGlow

Type: Object.LinearColor

Ambient color added in addition to the level's lighting.

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

[edit] AmbientShadowColor

Type: Object.LinearColor

The color of the ambient shadow.

Default value:

Member Value
A 1.0
B 0.15
G 0.15
R 0.15

[edit] AmbientShadowSourceDirection

Type: Object.Vector

The direction of the ambient shadow source.

Default value:

Member Value
X 0.0
Y 0.0
Z 1.0

[edit] bCastShadows

Type: bool

Whether the light environment should cast shadows

Default value: True

[edit] bDynamic

Type: bool

Whether the light environment should be dynamically updated.

Default value: True

[edit] InvisibleUpdateTime

Type: float

The number of seconds between light environment updates for actors which aren't visible.

Default value: 4.0

[edit] LightDesaturation

Type: float

Desaturation percentage of level lighting, which can be used to help team colored characters stand out better under colored lighting.

[edit] LightDistance

Type: float

The distance to create the light from the owner's origin, in radius units.

Default value: 1.5

[edit] MinTimeBetweenFullUpdates

Type: float

Minimum amount of time that needs to pass between full environment updates.

Default value: 0.3

[edit] ModShadowFadeoutExponent

Type: float

Exponent that controls mod shadow fadeout curve.

Default value: 3.0

[edit] ModShadowFadeoutTime

Type: float

Time since the caster was last visible at which the mod shadow will fade out completely.

[edit] NumVolumeVisibilitySamples

Type: int

The number of visibility samples to use within the primitive's bounding volume.

Default value: 1

[edit] ShadowDistance

Type: float

The distance for the shadow to project beyond the owner's origin, in radius units.

Default value: 1.0

[edit] ShadowFilterQuality

Type: LightComponent.EShadowFilterQuality

Quality of shadow buffer filtering to use on the light environment

[edit] Internal variables

[edit] State

Type: pointer{class FDynamicLightEnvironmentState}

Modifiers: private, native, transient, const

The current state of the light environment.

[edit] Default values

Property Value
TickGroup TG_PostAsyncWork