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- ; {{cl|UTExplosionLight}} Light : <!-- enter variable description --> ...e|function '''OnExplosionLightFinished''' ({{cl|UTExplosionLight}} '''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 environment28 KB (3,513 words) - 07:01, 17 January 2010
- The pickup's light environment12 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 explosion13 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 explosion41 KB (4,662 words) - 07:03, 17 January 2010
- Used to designate this vehicle as having light armor The pawn's light environment31 KB (3,989 words) - 07:03, 17 January 2010
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh14 KB (1,703 words) - 07:03, 17 January 2010
- Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh24 KB (2,904 words) - 12:47, 6 November 2009
- dynamic light dynamic light class15 KB (1,812 words) - 07:04, 17 January 2010
- dynamic light10 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 SkeletalMesh21 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 maps18 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 rebuilt14 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 li10 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 perez11 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 explosion4 KB (489 words) - 06:39, 17 January 2010
- |Light Brown |dry earth, light brown cliff textures14 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 generi1 KB (210 words) - 23:53, 30 September 2016