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  • | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin
    1 KB (163 words) - 00:53, 11 August 2009
  • Light map resolution used if bOverrideLightMapResolution is TRUE
    4 KB (411 words) - 10:11, 17 May 2008
  • If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of the light's UseDirectLightMap property.
    17 KB (2,238 words) - 08:40, 23 May 2008
  • | parent2 = Light | {{tl|LightComponent||Light}}
    1 KB (140 words) - 10:11, 17 May 2008
  • Explosion light effect for {{cl|UTProj_BioShot}}.
    2 KB (170 words) - 12:32, 30 November 2008
  • The Flags's light environment
    10 KB (1,174 words) - 04:17, 16 August 2009
  • ; {{tl|Rotator|Object|structs}} DirLightRot : Directional light rotation. ; [[float]] DirLightBrightness : Directional light brightness.
    6 KB (805 words) - 10:11, 17 May 2008
  • The deployable's light environment
    4 KB (459 words) - 10:11, 17 May 2008
  • | "`o couldn't escape `k's glowing ball of light." | "`o saw the light."
    1 KB (133 words) - 08:40, 23 May 2008
  • ...nction '''SetLightEnvironment''' ({{cl|LightEnvironmentComponent}} '''Light''')}}
    2 KB (260 words) - 10:11, 17 May 2008
  • ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
    3 KB (329 words) - 08:40, 23 May 2008
  • used to initialize light properties from TimeShift on spawn so you don't have to update initial valu {{code|delegate '''OnLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
    2 KB (236 words) - 08:40, 23 May 2008
  • | parent2 = Light | {{tl|LightComponent||Light}}
    1 KB (140 words) - 10:11, 17 May 2008
  • ...eam 0, blue for team 1 and white for any other team index. Always returns "light gold" (a pale yellow) as the text color.
    7 KB (802 words) - 05:02, 16 August 2009
  • dynamic powercore light
    14 KB (1,462 words) - 05:59, 16 August 2009
  • team colors for light emitted by powercore
    6 KB (641 words) - 06:00, 16 August 2009
  • Light environment for FirstPersonDeathVisionMesh The pawn's light environment
    33 KB (4,119 words) - 06:08, 16 August 2009
  • The pickup's light environment
    13 KB (1,483 words) - 06:10, 16 August 2009
  • | parent1 = Light '''Inherits from:''' {{tl|Sprite|Light}}
    512 B (58 words) - 08:40, 23 May 2008
  • Decide whether or not to create an explosion light for this explosion
    13 KB (1,474 words) - 06:32, 16 August 2009
  • always create shock light, even at low frame rates (since critical for timing combos)
    6 KB (713 words) - 10:11, 17 May 2008
  • always create light, even at low frame rates
    10 KB (1,133 words) - 08:40, 23 May 2008
  • it gets serialized to disk, and so we can statically light it.
    5 KB (530 words) - 08:40, 23 May 2008
  • Light for the mesh widget. Light for the mesh widget.
    4 KB (417 words) - 10:11, 17 May 2008
  • Light for the mesh widget. Light for the mesh widget.
    2 KB (269 words) - 08:40, 23 May 2008
  • Decide whether or not to create an explosion light for this explosion
    41 KB (4,695 words) - 07:47, 16 August 2009
  • Used to designate this vehicle as having light armor The pawn's light environment
    33 KB (4,252 words) - 07:46, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    14 KB (1,699 words) - 08:40, 23 May 2008
  • dynamic light which moves around following primary fire beam impact point Overloaded so we can attach the muzzle flash light to a custom socket
    5 KB (583 words) - 08:40, 23 May 2008
  • dynamic light which moves around following primary fire beam impact point
    3 KB (321 words) - 10:11, 17 May 2008
  • Internal variable. Maintains brake light state to avoid extraMatInst calls. Internal variable. Maintains reverse light state to avoid extra MatInst calls.
    9 KB (1,040 words) - 07:51, 16 August 2009
  • Internal variable. Maintains brake light state to avoid extraMatInst calls. Internal variable. Maintains reverse light state to avoid extra MatInst calls.
    8 KB (941 words) - 08:05, 16 August 2009
  • The walker legs's light environment
    15 KB (1,878 words) - 08:40, 23 May 2008
  • Light attached to the energy ball. Brightness for energy ball light in powered-off state.
    11 KB (1,221 words) - 08:40, 23 May 2008
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    24 KB (2,952 words) - 08:30, 16 August 2009
  • dynamic light dynamic light class
    15 KB (1,901 words) - 08:31, 16 August 2009
  • dynamic light
    11 KB (1,142 words) - 08:31, 16 August 2009
  • | parent2 = Light | {{tl|LightComponent||Light}}
    1 KB (140 words) - 10:11, 17 May 2008
  • | parent2 = Light | {{tl|LightComponent||Light}}
    1 KB (140 words) - 10:11, 17 May 2008
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    18 KB (2,177 words) - 08:22, 16 August 2009
  • dynamic light Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    25 KB (2,904 words) - 08:23, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    18 KB (2,227 words) - 08:25, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    7 KB (828 words) - 08:25, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    19 KB (2,164 words) - 08:26, 16 August 2009
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    12 KB (1,404 words) - 08:27, 16 August 2009
  • Maximum size of textures for packed light and shadow maps
    21 KB (2,579 words) - 08:35, 16 August 2009
  • This is a bool on the level which is set when a light that needs to have lighting rebuilt
    9 KB (1,171 words) - 08:36, 16 August 2009
  • ...the idea to all players that the longer your remain in an area a radius of light grows around you giving the other players a hint at where you are hiding.
    2 KB (398 words) - 21:29, 1 October 2008
  • ...e light? Hold "Ctrl+L" and click on a surface in the preview window. A dim light will be created at that location, with the color preset to match the surfac ...property fields you can input simple equations. Enter "512+1280-32" into a light's radius property for example.
    6 KB (1,131 words) - 10:47, 27 December 2010
  • ; [[Image:UT3-UnrealEd-Viewport-Toolbar-LightingComplexity.png]] Light Complexity:
    2 KB (194 words) - 09:09, 16 November 2008
  • ++[[UE2:Light_(UT2004)|Light]] >>
    11 KB (1,070 words) - 06:28, 14 January 2009
  • b = "LIGHT,Illegal light combination,Your client was involved with illegal light intergers,High";
    5 KB (682 words) - 19:18, 5 April 2009
  • This article will shed some light on the differences between UnrealScript and other languages, especially the
    6 KB (833 words) - 17:28, 4 February 2010
  • ;Dynamic Light (Alt+5) : Set this viewport to perspective lit textured view. Textures and ++++Release - Add light here
    6 KB (914 words) - 11:15, 27 January 2011
  • * [[Light color values]]
    670 B (77 words) - 09:39, 23 October 2009
  • #REDIRECT [[Light colors reference]]
    36 B (4 words) - 05:26, 23 March 2010
  • | "Add Light (DominantDirectionalLight)"
    379 B (40 words) - 12:47, 6 November 2009
  • | "Add Light (Point)"
    443 B (48 words) - 06:36, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    2 KB (167 words) - 12:47, 6 November 2009
  • | parent2 = Light
    2 KB (156 words) - 06:37, 17 January 2010
  • | parent2 = Light | {{tl|LightComponent||Light}}
    2 KB (181 words) - 06:38, 17 January 2010
  • | parent2 = Light | {{tl|LightComponent||Light}}
    2 KB (193 words) - 12:47, 6 November 2009
  • | parent2 = Light | {{tl|LightComponent||Light}}
    3 KB (296 words) - 12:47, 6 November 2009
  • This is used to light components / actors during the game. Doing something like: Whether the light environment should cast shadows
    8 KB (1,050 words) - 12:47, 6 November 2009
  • This will turn "off" the light environment so it will no longer update.
    5 KB (602 words) - 06:38, 17 January 2010
  • The colors used to render light complexity.
    38 KB (4,447 words) - 06:39, 17 January 2010
  • Direcitonal light settings for Lightmass ; [[float]] LightSourceAngle : Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.
    7 KB (895 words) - 06:39, 17 January 2010
  • * ''bEnableLightEnvironment'' - controls whether light environment is enabled
    18 KB (2,152 words) - 06:39, 17 January 2010
  • * ''bEnableLightEnvironment'' - controls whether light environment is enabled
    9 KB (998 words) - 06:39, 17 January 2010
  • Defines the dynamic light cast by the explosion Dynamic Light fade out time, in seconds
    6 KB (791 words) - 06:39, 17 January 2010
  • The actual light used for the explosion. Temp data for light fading.
    8 KB (921 words) - 12:47, 6 November 2009
  • Abstract Light ===Property group 'Light'===
    2 KB (203 words) - 06:41, 17 January 2010
  • If bCastCompositeShadow=TRUE, whether the light should affect the composite shadow direction. Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel.
    15 KB (1,915 words) - 06:41, 17 January 2010
  • Whether the light environment is used or treated the same as a LightEnvironment=NULL referenc ...gs.bUseCompositeDynamicLights, and never composite dynamic lights into the light environment.
    2 KB (215 words) - 06:41, 17 January 2010
  • Number of times light is allowed to bounce off of surfaces, starting from the light source.
    2 KB (256 words) - 12:47, 6 November 2009
  • Use a custom light transfer equation to be factored with light color, attenuation and shadowing. This is currently only used for Movable, Toggleable and Dominant light contribution.
    13 KB (1,679 words) - 06:41, 17 January 2010
  • Light environment class used by particle systems. Reference count used to know when this light environment can be detached and cleaned up since it may be shared by multip
    1 KB (124 words) - 12:47, 6 November 2009
  • Class of the light environment that will get created for lit particle systems.
    7 KB (901 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
    2 KB (212 words) - 12:47, 6 November 2009
  • Controls the radial falloff of the light The minimum radius at which the point light's shadow begins to attenuate.
    3 KB (292 words) - 06:44, 17 January 2010
  • | parent2 = Light
    2 KB (207 words) - 12:47, 6 November 2009
  • | parent2 = Light
    3 KB (244 words) - 06:44, 17 January 2010
  • Optimization for objects which don't need to receive dominant light shadows. ...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
    21 KB (2,725 words) - 06:44, 17 January 2010
  • Light map resolution used for generated non-rectangular wall meshes Light map resolution used for generated roof plane mesh
    13 KB (1,690 words) - 06:44, 17 January 2010
  • Whether to enable the light environment on crowd members.
    7 KB (876 words) - 06:45, 17 January 2010
  • The GUID of the light which this shadow-map is for.
    2 KB (195 words) - 12:47, 6 November 2009
  • | parent1 = Light ...||LightComponent}}/{{tl|ExclusionVolumes||LightComponent}} settings of its Light component.
    1 KB (137 words) - 02:20, 16 August 2011
  • The brightness for the lower hemisphere of the sky light. The color of the lower hemisphere of the sky light.
    818 B (97 words) - 12:47, 6 November 2009
  • | parent2 = Light
    811 B (88 words) - 12:47, 6 November 2009
  • The component's billboard light-map. The component's branch light-map.
    6 KB (706 words) - 06:48, 17 January 2010
  • Colored SH coefficients for the light intensity, parameterized by the world-space incident angle. If TRUE, the SH light can be combined into the base pass as an optimization.
    773 B (86 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
    4 KB (392 words) - 12:47, 6 November 2009
  • | parent2 = Light
    3 KB (298 words) - 12:47, 6 November 2009
  • | parent2 = Light
    4 KB (337 words) - 06:48, 17 January 2010
  • | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin
    1 KB (146 words) - 12:47, 6 November 2009
  • Light map resolution used if bOverrideLightMapRes is TRUE
    5 KB (546 words) - 06:48, 17 January 2010
  • If true, forces all static lights to use light-maps for direct lighting on the terrain, regardless of the light's UseDirectLightMap property.
    17 KB (2,272 words) - 06:48, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 06:52, 17 January 2010
  • The Flags's light environment
    10 KB (1,163 words) - 06:52, 17 January 2010
  • ...nction '''SetLightEnvironment''' ({{cl|LightEnvironmentComponent}}&nbsp;'''Light''')}}
    2 KB (188 words) - 06:52, 17 January 2010

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