I don't need to test my programs. I have an error-correcting modem.
Search results
From Unreal Wiki, The Unreal Engine Documentation Site
Create the page "Light" on this wiki! See also the search results found.
Page title matches
Page text matches
- | parent1 = Light443 B (45 words) - 10:10, 17 May 2008
- '''Default value, index 2:''' "Light Weight"4 KB (523 words) - 10:10, 17 May 2008
- {{UE1:Light (UT)}}18 B (3 words) - 10:12, 17 May 2008
- {{UE1:Light (UT)}}18 B (3 words) - 10:12, 17 May 2008
- The light class.915 B (104 words) - 10:10, 17 May 2008
- ...he tracer's velocity and under low framerate conditions also turns off its light effect.2 KB (242 words) - 09:53, 30 November 2008
- | parent1 = Light571 B (62 words) - 10:10, 17 May 2008
- | parent2 = Light349 B (36 words) - 10:10, 17 May 2008
- | parent1 = Light849 B (96 words) - 10:11, 17 May 2008
- | parent1 = Light624 B (68 words) - 10:10, 17 May 2008
- | parent1 = Light342 B (38 words) - 10:10, 17 May 2008
- | parent1 = Light714 B (83 words) - 10:10, 17 May 2008
- ...sive has been set on the cave wall near the enemy base. Use your weapon to light the fuse then get back! Use the breach the explosive creates to enter the e7 KB (970 words) - 10:10, 17 May 2008
- | parent1 = Light245 B (25 words) - 10:10, 17 May 2008
- | parent1 = Light Time light takes to change from on to off.3 KB (394 words) - 10:10, 17 May 2008
- '''Default value, index 11:''' "Light Blue"12 KB (1,467 words) - 10:10, 17 May 2008
- | parent1 = Light1 KB (123 words) - 10:10, 17 May 2008
- Recalculate this light's lighting now.16 KB (2,035 words) - 05:25, 19 February 2011
- Light casts actor shadows. Light uses Skin as a corona.11 KB (1,351 words) - 10:11, 17 May 2008
- Light casts actor shadows. Light uses Skin as a corona.18 KB (2,207 words) - 10:11, 17 May 2008
- Light casts actor shadows. Light uses Skin as a corona.10 KB (1,228 words) - 10:10, 17 May 2008
- Light casts actor shadows. sjs - attenuate light by diminishing lifespan11 KB (1,392 words) - 10:10, 17 May 2008
- How strong is the light in the affected radius. The color of the light.15 KB (2,033 words) - 07:52, 16 August 2010
- | "You picked up Light AmmoPack."1 KB (160 words) - 10:10, 17 May 2008
- | parent2 = Light2 KB (178 words) - 10:11, 17 May 2008
- '''Default value, index 25:''' "The green light on top of the weapon lockers indicates that additional ammo is available at16 KB (1,886 words) - 10:11, 17 May 2008
- ...e armor penetration capabilities, this rifle is best suited to a role as a light support weapon.|The optional M355 Grenade Launcher provides the punch that7 KB (846 words) - 10:11, 17 May 2008
- Turns off collision after light is broken3 KB (390 words) - 10:10, 17 May 2008
- How to use this class - Link decoration's event to light's tag. Upon taking {{code|function '''ToggleLight''' ({{cl|Light}} '''L''')}}807 B (91 words) - 10:11, 17 May 2008
- '''Light colors''' are specified through [[wp:HSL and HSV|hue, saturation and bright ...property and "Sat" to the ''LightSaturation'' property of the {{classgames|Light|e=UE1{{!}}UE2}} actor and actually any other actor type as well.28 KB (3,836 words) - 05:32, 23 March 2010
- | "Display beams of light above nodes which are vulnerable to attack"12 KB (1,260 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (178 words) - 10:10, 17 May 2008
- | parent1 = Light The dynamic light class.428 B (55 words) - 10:11, 17 May 2008
- | parent2 = Light3 KB (322 words) - 10:10, 17 May 2008
- | parent1 = Light1 KB (168 words) - 10:10, 17 May 2008
- | parent2 = Light3 KB (292 words) - 10:10, 17 May 2008
- | ''Light''3 KB (343 words) - 10:10, 17 May 2008
- | 'Light'3 KB (337 words) - 10:11, 17 May 2008
- | "Grenade Launcher Light"538 B (58 words) - 10:11, 17 May 2008
- The light class.1 KB (158 words) - 10:11, 17 May 2008
- The light class.1 KB (146 words) - 10:11, 17 May 2008
- The light class.1 KB (152 words) - 10:10, 17 May 2008
- {{UE2:Light (UT2004)}}22 B (3 words) - 10:12, 17 May 2008
- The light class.1 KB (149 words) - 10:11, 17 May 2008
- + Tag/Event to desired light(s). {{code|function [[bool]] '''ToggleLight''' ({{cl|Light}} '''L''')}}3 KB (371 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (167 words) - 10:10, 17 May 2008
- | parent2 = Light | {{tl|MaxCoronaSize||Light}}552 B (53 words) - 10:11, 17 May 2008
- | parent1 = Light | {{tl|CoronaRotation||Light}}1 KB (170 words) - 10:11, 17 May 2008
- '''Default value, index 22:''' "The green light on top of the weaponlockers indicates that additional ammo is available at11 KB (1,410 words) - 10:10, 17 May 2008
- | "Light Power Suit"396 B (41 words) - 10:11, 17 May 2008
- | "Light Power Suit"445 B (50 words) - 10:10, 17 May 2008
- | "You got the Light Power Suit."467 B (52 words) - 10:10, 17 May 2008
- | parent1 = Light '''Overrides:''' {{tl|PreBeginPlay|Light}}905 B (101 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (178 words) - 10:10, 17 May 2008
- | parent1 = Light Description: A light that can be scripted to change its properties11 KB (1,429 words) - 10:10, 17 May 2008
- Shaders can change a material's opacity mask, apply a specularity and/or light map and a detail material. Unlike {{cl|Combiner}}s or {{cl|TexModifier}}s,4 KB (626 words) - 04:32, 19 July 2008
- light sourced via dynamic lights. light sourced via static lights.3 KB (384 words) - 10:10, 17 May 2008
- | parent1 = Light342 B (38 words) - 10:11, 17 May 2008
- | parent1 = Light342 B (38 words) - 10:11, 17 May 2008
- | parent1 = Light344 B (38 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (178 words) - 10:10, 17 May 2008
- | parent1 = Light408 B (46 words) - 10:11, 17 May 2008
- | parent1 = Light412 B (46 words) - 10:10, 17 May 2008
- | parent1 = Light387 B (43 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (167 words) - 10:10, 17 May 2008
- | parent1 = Light Time light takes to change from on to off.3 KB (394 words) - 10:11, 17 May 2008
- | parent1 = Light Time light takes to change from on to off.4 KB (430 words) - 10:10, 17 May 2008
- | parent1 = Light Time light takes to change from on to off.3 KB (394 words) - 10:10, 17 May 2008
- | parent1 = Light Time light takes to change from on to off.3 KB (400 words) - 10:11, 17 May 2008
- | parent1 = Light807 B (93 words) - 10:10, 17 May 2008
- | parent2 = Light457 B (52 words) - 10:10, 17 May 2008
- | parent1 = Light974 B (112 words) - 10:10, 17 May 2008
- Light up when this match is available1 KB (179 words) - 10:10, 17 May 2008
- | parent1 = Light2 KB (191 words) - 10:11, 17 May 2008
- | parent1 = Light2 KB (191 words) - 10:11, 17 May 2008
- | parent2 = Light264 B (27 words) - 10:11, 17 May 2008
- | "Add Light (Point)"371 B (43 words) - 10:11, 17 May 2008
- | parent1 = Light | {{tl|LightComponent||Light}}2 KB (175 words) - 10:11, 17 May 2008
- | parent2 = Light1 KB (143 words) - 10:11, 17 May 2008
- This is used to light components / actors during the game. Doing something like: Whether the light environment should cast shadows3 KB (388 words) - 08:40, 23 May 2008
- The colors used to render light complexity.22 KB (2,592 words) - 17:57, 10 November 2014
- The distance at which light passing through the fog is 100% extinguished.2 KB (222 words) - 08:40, 23 May 2008
- Abstract Light ===Property group 'Light'===2 KB (195 words) - 08:40, 23 May 2008
- Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel. True if the light should cast shadow from primitives which use a composite light environment.13 KB (1,647 words) - 08:40, 23 May 2008
- Whether the light environment is used or treated the same as a LightEnvironment=NULL referenc The time when a primitive in the light environment was last rendered.1 KB (124 words) - 10:11, 17 May 2008
- | parent1 = Light | {{tl|LightComponent||Light}}1 KB (142 words) - 10:11, 17 May 2008
- Controls the radial falloff of the light used to control when point light shadow mapping goes to a hack mode, the ShadowRadiusMultiplier is multiplie2 KB (187 words) - 08:40, 23 May 2008
- | parent2 = Light2 KB (170 words) - 10:11, 17 May 2008
- | parent2 = Light1 KB (131 words) - 10:11, 17 May 2008
- ...se of non precomputed shadowing like e.g. the primitive being in between a light and a dynamic object. This flag is only used if CastShadow is TRUE. Current ...to use light-maps for direct lighting on this primitive, regardless of the light's UseDirectLightMap property.15 KB (2,023 words) - 08:40, 23 May 2008
- Light brightness interpolation rates Light brightness range3 KB (288 words) - 08:40, 23 May 2008
- | "Light"994 B (105 words) - 10:11, 17 May 2008
- The GUID of the light which this shadow-map is for.922 B (118 words) - 10:11, 17 May 2008
- | parent1 = Light ...||LightComponent}}/{{tl|ExclusionVolumes||LightComponent}} settings of its Light component.1 KB (130 words) - 02:21, 16 August 2011
- The brightness for the lower hemisphere of the sky light. The color of the lower hemisphere of the sky light.899 B (105 words) - 10:11, 17 May 2008
- | parent2 = Light823 B (93 words) - 10:11, 17 May 2008
- The component's billboard light-map. The component's branch and frond light-map.4 KB (465 words) - 10:11, 17 May 2008
- | parent1 = Light | {{tl|LightComponent||Light}}3 KB (322 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (218 words) - 10:11, 17 May 2008
- | parent2 = Light2 KB (179 words) - 10:11, 17 May 2008