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- | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin1 KB (163 words) - 00:53, 11 August 2009
- Light map resolution used if bOverrideLightMapResolution is TRUE4 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 environment10 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 environment4 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}} '''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}} '''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 light14 KB (1,462 words) - 05:59, 16 August 2009
- team colors for light emitted by powercore6 KB (641 words) - 06:00, 16 August 2009
- Light environment for FirstPersonDeathVisionMesh The pawn's light environment33 KB (4,119 words) - 06:08, 16 August 2009
- The pickup's light environment13 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 explosion13 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 rates10 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 explosion41 KB (4,695 words) - 07:47, 16 August 2009
- Used to designate this vehicle as having light armor The pawn's light environment33 KB (4,252 words) - 07:46, 16 August 2009
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh14 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 socket5 KB (583 words) - 08:40, 23 May 2008
- dynamic light which moves around following primary fire beam impact point3 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 environment15 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 SkeletalMesh24 KB (2,952 words) - 08:30, 16 August 2009
- dynamic light dynamic light class15 KB (1,901 words) - 08:31, 16 August 2009
- dynamic light11 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 SkeletalMesh18 KB (2,177 words) - 08:22, 16 August 2009
- dynamic light Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh25 KB (2,904 words) - 08:23, 16 August 2009
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh18 KB (2,227 words) - 08:25, 16 August 2009
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh7 KB (828 words) - 08:25, 16 August 2009
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh19 KB (2,164 words) - 08:26, 16 August 2009
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh12 KB (1,404 words) - 08:27, 16 August 2009
- Maximum size of textures for packed light and shadow maps21 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 rebuilt9 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 the6 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 here6 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 = Light2 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 shadows8 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 enabled18 KB (2,152 words) - 06:39, 17 January 2010
- * ''bEnableLightEnvironment'' - controls whether light environment is enabled9 KB (998 words) - 06:39, 17 January 2010
- Defines the dynamic light cast by the explosion Dynamic Light fade out time, in seconds6 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 multip1 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 = Light2 KB (207 words) - 12:47, 6 November 2009
- | parent2 = Light3 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. Current21 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 mesh13 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 = Light811 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 = Light3 KB (298 words) - 12:47, 6 November 2009
- | parent2 = Light4 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, becomin1 KB (146 words) - 12:47, 6 November 2009
- Light map resolution used if bOverrideLightMapRes is TRUE5 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 environment10 KB (1,163 words) - 06:52, 17 January 2010
- ...nction '''SetLightEnvironment''' ({{cl|LightEnvironmentComponent}} '''Light''')}}2 KB (188 words) - 06:52, 17 January 2010