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  • ...assign your flashlight exec to a VKB and use the V key, you'll flash your light anytime you tell Malcolm to go take a hike.
    2 KB (275 words) - 10:33, 22 December 2004
  • ; bool CastLight; : particle will cast light!! ; byte ParticleLightBrightness : light brightness
    10 KB (1,236 words) - 12:39, 19 November 2007
  • ...tColor variables</span><div class="hidden">;byte ParticleLightBrightness : light brightness ;byte ParticleLightHue : light hue
    14 KB (1,767 words) - 12:39, 19 November 2007
  • <uscript>// Trigger turns the light on. // Trigger turns the light off.
    14 KB (2,181 words) - 08:10, 11 February 2016
  • * light fixtures on walls
    6 KB (1,101 words) - 21:05, 23 April 2010
  • ...set a corona texture to it. You can set the corona texture directly to the light if you set it's bHidden property to false. ...n a Skybox, to get a more varied mix of [[Legacy:Colors|Colors]] with less light actors.
    11 KB (2,010 words) - 11:46, 5 April 2015
  • * A [[Legacy:Light (UT)|Light (UT)]] actor's Special Lit is the Lighting -> bSpecialLit property: set thi # add a light
    2 KB (313 words) - 16:00, 6 April 2006
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> Spotlight}} These make the light cast in a particular direction. Set this with the Movement -> Rotation prop
    1 KB (229 words) - 13:45, 10 May 2004
  • Gives info about [[Legacy:Light (UT)|Light (UT)]]s and [[Legacy:Mesh|Mesh]]es. Does anyone ever look at this bit?
    2 KB (300 words) - 12:02, 11 December 2015
  • ; Add light here : Places an invisible [[Legacy:Light (UT)|Light (UT)]] (shows up as a torch in the editor) over the selected surface. Read
    2 KB (408 words) - 03:04, 25 May 2003
  • {{classbox|UT2003 :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> Sunlight}} ...ve off parallel light rays, much as the sun does. This new light actor can light a huge area. (There is no apparent limit to the area that a sunlight actor
    8 KB (1,385 words) - 13:21, 5 October 2007
  • ...hadows on the texture more defined with less fuzzy edges by increasing the light map resolution. Also makes the scene a little slower when dynamic lights a ;Bright Corners: Makes the texture more responsive to light which make the over all texture brighter including the edges and corners. A
    8 KB (1,319 words) - 07:40, 14 April 2010
  • ...lpha channel or [[Legacy:Detail Texture|detail texture]], adding a kind of light map or specularity material.
    4 KB (577 words) - 09:40, 5 April 2005
  • * [[Legacy:Place A Light|Place A Light]] &ndash; Your recommended next step in the [[Legacy:Mapping Lessons|Mappin ...learned it in the beginner's tute, but if I need more info, go to Place a Light, see? You've got to look at each "Element" page and ask yourself if it work
    12 KB (2,111 words) - 19:04, 9 July 2006
  • * '''(UT2K4)''' AW-MechMeshes - Cyberpunk Light * '''(UT2K4)''' AW-RustMeshes - Junky Alien Light
    31 KB (4,935 words) - 09:35, 29 September 2008
  • Anyone care to shed some light on this?
    2 KB (330 words) - 08:45, 16 June 2003
  • |Egypttech levels, light shining through cracks |Bunker, vent, light cones.
    19 KB (2,710 words) - 06:06, 29 November 2012
  • * Shadow sources replace [[Legacy:Light|Light]]s and [[Legacy:Spotlight|Spotlight]]s ...shadows. blob shadows can be colored to realisticly shadow large colored light sources.
    19 KB (3,244 words) - 11:35, 10 July 2004
  • ...ightDirection : world-space [[Legacy:Unit Vector|unit vector]] from which light is shining on the actor. This could also be see as the direction to the ca
    2 KB (323 words) - 03:22, 8 August 2003
  • ; vector LightDirection : The direction '''to''' the light source. It takes a lot more than changing this to change the direction the ; float LightDistance : The distance of the light from the actor. Again, changing this won't have any effect on the texture
    2 KB (255 words) - 03:34, 8 August 2003
  • ...cy (and color?) fades around an object as the object occludes the glow and light source. This is the effect I want. ...y problem with this is how to handle faded glow from objects occluding the light source.
    15 KB (2,692 words) - 03:35, 9 October 2003
  • ...timeShadows]] - a code-based Realtime Shadow system that supports multiple light sources.
    572 B (83 words) - 16:13, 6 July 2004
  • * Dynamic Light support, which allows for things like muzzle flash and explosion shadows * Sunlight actor support as a fallback light
    33 KB (4,379 words) - 04:47, 26 July 2009
  • ...nGame' boolean set to true in the class, ArrowComponent). I also added the light component as well, mainly because SkeletalMeshActor also had it as well. La
    10 KB (1,597 words) - 04:24, 9 December 2008
  • //--Knights? Manta's, light armour
    5 KB (514 words) - 00:10, 19 April 2010
  • ...lly, Light Is emitted from a surface which has a shader containing all the light information. It will cut time in the lighting period and light will be represented more accurately.
    552 B (92 words) - 23:56, 6 August 2006
  • [[Legacy:Place A Light|Place a Light]] [[Legacy:Place A Light|Place a Light]]
    7 KB (1,145 words) - 20:39, 25 December 2006
  • Note that while brushes, their applied textures and light actors are saved, the [[Legacy:Unreal Geometry|Unreal Geometry]] itself is
    7 KB (928 words) - 21:42, 26 January 2017
  • ...e) that monitors and administers the local franchise of the Unreal Empire. Light-years more advanced than anything ever developed locally. Rapidly evolving
    29 KB (5,037 words) - 13:58, 31 October 2006
  • ==="The player triggers the light"=== ...'activates'' the trigger, which ''fires'' an event, which ''triggers'' the light.
    3 KB (459 words) - 13:46, 11 April 2006
  • {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:Light (UT)|Light (UT)]] >> TorchFlame}} ...made with the [[Legacy:VolumetricBuilder|VolumetricBuilder]]) and it will light up a room with a neat flickering effect.
    884 B (142 words) - 02:57, 23 July 2002
  • This came to light when I set off today to understand what -> means. It's converted into a nic
    21 KB (3,455 words) - 16:12, 6 April 2006
  • ...rap down on the bloody grid on the central main floor area, where a bright light flashes, and sound plays across the whole level, and any players/bots in th
    6 KB (1,001 words) - 20:25, 2 April 2004
  • * Change their Lighting properties so they cast a small circle of light: set LightType, LightRadius and LightBrightness. See [[Legacy:Actor (UT)/Li
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...Light|TriggerLight]] can be set so a sound is heard when activated, but no light is produced. This works fine with looping sounds. * Lighting -> LightRadius to 0 &ndash; this is so the light doesn't show
    3 KB (502 words) - 19:21, 29 September 2015
  • ...[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Light (UT)|Light (UT)]] >> TriggerLight (Package: Engine and UnrealShare)}} ...sbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Light|Light]] >> TriggerLight (Package: Gameplay)}}
    4 KB (571 words) - 20:18, 9 April 2015
  • ...ort script that checks the condition and either lights up the red or green light temporarily. The script might look like this: A flashing light will be made with a TriggerLight. It will be set to Object->InitialState =
    35 KB (5,637 words) - 09:31, 26 March 2015
  • ...y:Lighting|Lighting]] : A combination of the lights in the levels, and the light-maps that are overlayed onto walls, giving the impression of lights on thos ...tracing : Calculating the lighting in a level by tracing exactly where the light goes.
    28 KB (4,193 words) - 10:25, 17 June 2007
  • ...Ctrl+RMB</tt> for left to right). Note the position is unimportant, as the light rays emitted are simulated and parallel.
    4 KB (724 words) - 14:00, 22 April 2009
  • ...Anywhere in this where you see "UnrealI" the last two letters are l as in light and I as in index (or Lima Indigo if you like, or maybe 'ell' 'aye') ...corner, the utDecoration->Boulder1 in the diagonally opposite corner and a light in the middle. The boulder shows up half buried in the floor, but that woul
    8 KB (1,208 words) - 11:34, 30 December 2005
  • ...p the rectangles in ways you did not intend. The lighting system takes the light values found at the vertices of the triangle and interpolates them in the s ...ing them to light properly and smoothly will take more time and effort and light actors than it is worth, and probably you will *still* see lots of ugly sha
    36 KB (6,434 words) - 06:09, 7 April 2005
  • ...ies how the light is affected. Subtle difference. You can have a pulsing light that wavers.
    2 KB (242 words) - 21:32, 24 December 2002
  • // The type of light that firing this weapon creates. // How bright is the light created by weapon fire?
    5 KB (793 words) - 08:10, 7 January 2003
  • ...volved in you should be able to find a way to make everyone happy and keep light the amount of stress you yourself have to go through.
    2 KB (469 words) - 04:54, 13 December 2002
  • ...make the individual meshes use the level's sunlight, rather than just the light value on the terrain at that point. Use this!
    12 KB (2,039 words) - 05:07, 6 July 2005
  • |Light Brown |Nice spaceship textures includng the animated light one found in CTF Chrome. Metal & stone, deco metal, ceilings, metal floor
    9 KB (1,173 words) - 13:17, 27 September 2013
  • ...cally copy pasted from the Syndicate forums, so that it's in a more public light, and other stuff people will find useful in their mods, including:
    848 B (147 words) - 03:53, 5 August 2003
  • ; PerformLightingOnSpecular : As far as I can gather, [[Legacy:Light|light]] actors will apply to the diffuse and [[Legacy:Specular|specular]] channel
    3 KB (449 words) - 14:36, 23 November 2005
  • ...to grey/brown... Unfortunatly, there was no way to make the lava give off light. That would have been really cool. I think it's the greatest fault of this
    9 KB (1,532 words) - 20:13, 27 December 2007
  • |wonderful coronas and good "texturepan" light effects skins
    16 KB (2,462 words) - 05:11, 25 February 2017
  • ...s the call button that the player used (so the elevator can 'turn off' the light on the call button).
    14 KB (1,532 words) - 19:18, 20 May 2006
  • ===Timed Light=== A light that is switched on by a player and switches itself off again after a set t
    3 KB (549 words) - 11:09, 17 September 2006
  • **Light and intact
    7 KB (1,113 words) - 05:08, 18 April 2007
  • ==Light Commands == ; LIGHT APPLY SELECTED= CHANGED= : Rebuild lights
    5 KB (730 words) - 09:23, 2 July 2009
  • ...e in a viewport, there are three predefined types of actors you can place: Light, PlayerStart and PathNode. You can add new placeable actors to the menu by ...1. This works for any actor which is not visible in the game, eg Trigger, Light (but not ones with [[Legacy:Corona|corona]]s).
    11 KB (1,740 words) - 11:49, 20 March 2009
  • class TriggerLight extends Light; var() float ChangeTime; // Time light takes to change from on to off.
    17 KB (2,490 words) - 16:20, 30 July 2006
  • log( "My light is dim" ); log( "My light is dim" );
    7 KB (969 words) - 15:40, 20 June 2006
  • // Trigger turns the light on. // Trigger turns the light off.
    13 KB (2,060 words) - 09:11, 26 July 2006
  • ...the ELightType enumeration defined in the Actor script describes a dynamic light and takes on a value like LT_None, LT_Pulse, LT_Strobe, and so on.
    15 KB (2,397 words) - 15:40, 20 June 2006
  • ===9. Light=== ===10. Dynamic Light ===
    7 KB (1,178 words) - 09:37, 1 September 2005
  • ...- good for light sources and things that glow. If the texture is dark, no light will be cast on it, which could be good for an "evil" effect. ; No smoothing: alters the "smoothness" of the poly, keeps the light from creating shadows across each individual poly (lighting on meshes is ca
    4 KB (754 words) - 05:39, 9 May 2014
  • ; ''LIGHT APPLY'' : applies lights in your level who can say me how to turn off light coronas, cos i've see nothing while lamps in front of me. fanx in advance
    17 KB (2,565 words) - 22:00, 23 April 2010
  • * Changing the lighting of multiple light sources simultaneously must be done using the slider, trying to select the
    6 KB (930 words) - 17:42, 1 November 2007
  • ...w if you can actually subclass from object - but this class needs to be as light as you can make it.
    9 KB (1,507 words) - 20:06, 16 November 2005
  • ; My map suddenly takes a lot of time to load/light and moving this static mesh takes several minutes! : Normally this happens ;I got a black wall in my map, but there's a light in front. When I move light i can see the lighning but when i rebuild the wall became black : I'm not s
    20 KB (3,360 words) - 06:39, 12 April 2012
  • #Try to stay away from heavy textures, they are hard to light well, and don't look good with colors. #Use Light textures for lights, not some goofy green.
    1 KB (173 words) - 09:43, 26 September 2005
  • ;# Dynamic Light &ndash; normal game mode ;* ligh: toggles dynamic light statistics display
    11 KB (1,660 words) - 13:12, 27 April 2006
  • ...dimensions 4096x4096x4096. Center it over the origin and subtract. Pick a light colored texture for it, this will make the terrain editing easier.
    18 KB (3,216 words) - 01:51, 7 April 2006
  • <div class="hidden-block"><span class="hint">Light Calculation</span><div class="hidden"> //fixed directional light calc, not done yet
    7 KB (996 words) - 02:54, 31 March 2007
  • ...and it stayed all brightly lit. I finally solved this problem by moving a light and performing a Build All.
    8 KB (1,313 words) - 14:10, 19 September 2007
  • ...nt of the projector, i'm manually adjusting the LightRadius of the dynamic light, which is dependant on a trace done every tick. The resulting effect was q On a side note, i made my projective texture light-affected, which seems to partially cure the darkening effect on terrain.
    13 KB (1,952 words) - 09:37, 6 March 2006
  • ...is data but it is not a program. While its data is a pattern of pixels to light up on the monitor, which will resemble a picture of something, that data al ...t have an ''object'' named "DoDraw" built into it that specifies pixels to light up which creates an image with a black border and an effect applied to the
    10 KB (1,662 words) - 17:41, 17 August 2007
  • This does not mean that these surfaces are not affected by light, but that they are not affected by lights ''or'' shadows. [[Image:Legacy_unlit_surface.png|left|The right cube is unlit, unaffected by light or shadow. \\]]
    439 B (76 words) - 20:35, 4 July 2006
  • ** Semireflective materials, such as marble surfaces which partially reflect light * Light bloom
    12 KB (1,502 words) - 00:43, 17 November 2013
  • ** Light bloom ** Real-time point light
    15 KB (1,805 words) - 05:58, 19 November 2010
  • ...or this channel to have any visible effect on the material there has to be light illuminating the material. The Emissive channel simulates the material emitting light. This means that whatever color or texture you put in here will appear to b
    4 KB (692 words) - 06:01, 18 December 2007
  • ** Light Support **** Light Cast Projector (used for dynamic light effects)
    13 KB (1,539 words) - 13:12, 15 January 2009
  • ; Add light here : adds a light
    2 KB (326 words) - 12:08, 5 June 2004
  • |Shows all placed classes (other than [[Legacy:Light|Light]] and [[Legacy:PathNode|PathNode]] as the UEd Eagle. ...f selected actors in light blue. In an Orthogonal Viewport, [[Legacy:Light|Light]]s will show their [[Actor/Lighting
    4 KB (556 words) - 13:41, 31 August 2005
  • Lights a mesh based on light reaching each polygon vertex. ...g blends the light level on the surface of the polygon based on the vertex light levels.
    5 KB (742 words) - 21:54, 3 July 2007
  • ...hout replicating the whole stuff. ''(I'd appreciate if anyone would shed a light on this)''
    18 KB (2,420 words) - 06:48, 17 November 2007
  • // The type of light that firing this weapon creates. // This is just a light type. These can be found in Actor.uc I believe, not all of them work howeve
    19 KB (2,695 words) - 14:36, 8 August 2006
  • The background is white, not light blue, in these browsers: ...''; it's whatever the user configured in his or her browser. For me, it's light gray. So giving the <body> a defined background color definitely is a good
    18 KB (2,977 words) - 07:54, 13 November 2005
  • ...group of pyramid buttons). Notice that when you mouseover an edge, it will light up green now. Click the two top side edges, and they will turn red indicati ...y ones here, and will control the color of the object and the color of the light reflecting on it. Ambient color will slightly change the colors of both, an
    9 KB (1,759 words) - 13:48, 29 December 2005
  • '''Tarquin:''' I can see that the brown bit should be green. But why is the light blue zone wrong? I'm baffled, and I know all about zones, so I doubt newbie ...of the light blue is wrong. The zone portal is in the doorway (which has light blue on both sides).
    6 KB (985 words) - 22:23, 21 May 2010
  • ...chitecture: zonelighting allows a whole area of a map to have an ambient light level without the need drop in lights. (If a map has no lights at all, the #* Zonelight -> AmbientBrightness to the desired light level.
    3 KB (428 words) - 20:42, 2 December 2005
  • * Made the grand stlactite pulse with green-cyan light * Got rid of green-cyan light: added emmiter
    10 KB (1,570 words) - 18:25, 30 March 2008
  • ...locked by a structure set with proper collision, such as platforms, beams, light fixtures, etc. Dodging enemy fire from above tends to be easier than dodgi
    14 KB (2,377 words) - 01:41, 7 September 2006
  • ...zone, and work just like the corresponding properties of a light. Ambient light looks pretty awful no matter how you use it though, so you may want to avoi
    12 KB (1,768 words) - 15:04, 2 September 2016
  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
    8 KB (1,010 words) - 10:10, 17 May 2008
  • Temporarily treat this as a dynamic light. Recalculate this light's lighting now.
    9 KB (1,115 words) - 10:10, 17 May 2008
  • Light casts actor shadows. Light uses Skin as a corona.
    10 KB (1,252 words) - 06:08, 28 August 2009
  • Light casts actor shadows. Light uses Skin as a corona.
    10 KB (1,239 words) - 10:10, 17 May 2008
  • | parent3 = Light
    505 B (53 words) - 10:10, 17 May 2008
  • | parent1 = Light
    755 B (83 words) - 10:10, 17 May 2008
  • | parent1 = Light
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  • | parent2 = Light
    397 B (42 words) - 10:11, 17 May 2008
  • | "Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary
    14 KB (1,628 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
    992 B (110 words) - 10:10, 17 May 2008
  • | parent1 = Light
    443 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 = Light
    571 B (62 words) - 10:10, 17 May 2008
  • | parent2 = Light
    349 B (36 words) - 10:10, 17 May 2008
  • | parent1 = Light
    849 B (96 words) - 10:11, 17 May 2008
  • | parent1 = Light
    624 B (68 words) - 10:10, 17 May 2008
  • | parent1 = Light
    342 B (38 words) - 10:10, 17 May 2008
  • | parent1 = Light
    714 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 e
    7 KB (970 words) - 10:10, 17 May 2008
  • | parent1 = Light
    245 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 = Light
    1 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 lifespan
    11 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 = Light
    2 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 at
    16 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 that
    7 KB (846 words) - 10:11, 17 May 2008
  • Turns off collision after light is broken
    3 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}}&nbsp;'''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 = Light
    2 KB (178 words) - 10:10, 17 May 2008
  • | parent1 = Light The dynamic light class.
    428 B (55 words) - 10:11, 17 May 2008
  • | parent2 = Light
    3 KB (322 words) - 10:10, 17 May 2008
  • | parent1 = Light
    1 KB (168 words) - 10:10, 17 May 2008
  • | parent2 = Light
    3 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]]&nbsp;'''ToggleLight''' ({{cl|Light}}&nbsp;'''L''')}}
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  • | parent2 = Light
    2 KB (167 words) - 10:10, 17 May 2008
  • | parent2 = Light | {{tl|MaxCoronaSize||Light}}
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  • | parent1 = Light | {{tl|CoronaRotation||Light}}
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  • '''Default value, index 22:''' "The green light on top of the weaponlockers indicates that additional ammo is available at
    11 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}}
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  • | parent2 = Light
    2 KB (178 words) - 10:10, 17 May 2008
  • | parent1 = Light Description: A light that can be scripted to change its properties
    11 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 = Light
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  • | parent1 = Light
    342 B (38 words) - 10:11, 17 May 2008
  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
    2 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.
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  • | parent1 = Light
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  • | parent2 = Light
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  • | parent1 = Light
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  • Light up when this match is available
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  • | parent1 = Light
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  • | parent1 = Light
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  • | parent2 = Light
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  • | "Add Light (Point)"
    371 B (43 words) - 10:11, 17 May 2008
  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • | parent2 = Light
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  • This is used to light components / actors during the game. Doing something like: Whether the light environment should cast shadows
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  • 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.
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  • Abstract Light ===Property group 'Light'===
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  • 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.
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  • 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.
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  • | parent1 = Light | {{tl|LightComponent||Light}}
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  • Controls the radial falloff of the light used to control when point light shadow mapping goes to a hack mode, the ShadowRadiusMultiplier is multiplie
    2 KB (187 words) - 08:40, 23 May 2008
  • | parent2 = Light
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  • | parent2 = Light
    1 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 range
    3 KB (288 words) - 08:40, 23 May 2008
  • | "Light"
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  • The GUID of the light which this shadow-map is for.
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  • | parent1 = Light ...||LightComponent}}/{{tl|ExclusionVolumes||LightComponent}} settings of its Light component.
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  • The brightness for the lower hemisphere of the sky light. The color of the lower hemisphere of the sky light.
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  • | parent2 = Light
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  • The component's billboard light-map. The component's branch and frond light-map.
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  • | parent1 = Light | {{tl|LightComponent||Light}}
    3 KB (322 words) - 10:11, 17 May 2008
  • | parent2 = Light
    2 KB (218 words) - 10:11, 17 May 2008
  • | parent2 = Light
    2 KB (179 words) - 10:11, 17 May 2008
  • | parent1 = Light multiple normal static Light actors in content which has been cooked for the a console platform, becomin
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  • Light map resolution used if bOverrideLightMapResolution is TRUE
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  • 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}}
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  • Explosion light effect for {{cl|UTProj_BioShot}}.
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  • The Flags's light environment
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  • ; {{tl|Rotator|Object|structs}} DirLightRot : Directional light rotation. ; [[float]] DirLightBrightness : Directional light brightness.
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  • The deployable's light environment
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  • | "`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}}&nbsp;'''Light''')}}
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  • ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
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  • 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''')}}
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • ...eam 0, blue for team 1 and white for any other team index. Always returns "light gold" (a pale yellow) as the text color.
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  • dynamic powercore light
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  • 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
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  • | 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
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  • 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
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  • 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
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  • dynamic light
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  • | parent2 = Light | {{tl|LightComponent||Light}}
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  • | 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
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  • dynamic light Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
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  • 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]]
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  • | "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}}
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  • | 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
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  • | 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}}
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  • | 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
  • ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}}&nbsp;'''Light''')}}
    3 KB (332 words) - 12:47, 6 November 2009
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 06:52, 17 January 2010
  • The pawn's light environment
    28 KB (3,513 words) - 07:01, 17 January 2010
  • The pickup's light environment
    12 KB (1,371 words) - 12:47, 6 November 2009
  • | parent1 = Light '''Inherits from:''' {{tl|Sprite|Light}}
    483 B (52 words) - 07:41, 17 January 2010
  • Decide whether or not to create an explosion light for this explosion
    13 KB (1,458 words) - 12:47, 6 November 2009
  • always create shock light, even at low frame rates (since critical for timing combos)
    6 KB (716 words) - 12:47, 6 November 2009
  • it gets serialized to disk, and so we can statically light it.
    5 KB (548 words) - 12:47, 6 November 2009
  • Light for the mesh widget. Light for the mesh widget.
    2 KB (276 words) - 07:02, 17 January 2010
  • Decide whether or not to create an explosion light for this explosion
    41 KB (4,662 words) - 07:03, 17 January 2010
  • Used to designate this vehicle as having light armor The pawn's light environment
    31 KB (3,989 words) - 07:03, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    14 KB (1,703 words) - 07:03, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    24 KB (2,904 words) - 12:47, 6 November 2009
  • dynamic light dynamic light class
    15 KB (1,812 words) - 07:04, 17 January 2010
  • dynamic light
    10 KB (1,092 words) - 07:04, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 07:04, 17 January 2010
  • | parent1 = Light | {{tl|LightComponent||Light}}
    1 KB (146 words) - 07:04, 17 January 2010
  • Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
    21 KB (2,415 words) - 12:47, 6 November 2009
  • Whether to allow spherical harmonic lights on light environments. If FALSE, a cheaper skylight will be used instead. Maximum size of textures for packed light and shadow maps
    18 KB (2,173 words) - 07:04, 17 January 2010
  • This is a bool on the level which is set when a light that needs to have lighting rebuilt
    14 KB (1,704 words) - 07:04, 17 January 2010
  • ...ber of times light is allowed to bounce off of surfaces, starting from the light source. This is effectively a light surrounding the entire level that is shadowed, but doesn't emit indirect li
    10 KB (1,140 words) - 07:04, 17 January 2010
  • *[http://www.youtube.com/watch?v=OXR__qu3UMw UDK Tutorial For Light Toggling]<sup>Video</sup> by IWillShutUDown *[http://jarlanperez.com/?p=380 Light Mapping] by Jarlan perez
    11 KB (1,612 words) - 18:43, 11 June 2013
  • Whether to enable the light environment on crowd members.
    8 KB (926 words) - 06:39, 17 January 2010
  • ===Property group 'Light'=== Defines the dynamic light cast by the explosion
    4 KB (489 words) - 06:39, 17 January 2010
  • |Light Brown |dry earth, light brown cliff textures
    14 KB (1,610 words) - 20:04, 6 January 2017
  • ...Corona Effects<br>Lightmap for Raytraced and enveloped Lighting<br>Special Light Effects<br>adaptive LOD subdivition surface rendering algorithm<br>Multi Co ...Files in File Menu (build 5xx)<br>DrawScale3D (build 829)<br>build changed Light (build 927)<br>add Geometry Editing mode button(non active / build 927)<br>
    207 KB (31,088 words) - 14:48, 29 January 2023
  • |stat light |Displays dynamic light statistics (this will bug off when wave is start)
    7 KB (1,064 words) - 09:06, 24 November 2012
  • Before the original Unreal was released, the previous default texture was a light gray natural stone surface with some streaks in it. But since it was generi
    1 KB (210 words) - 23:53, 30 September 2016

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