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UE3:DynamicLightEnvironmentComponent (UDK)

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UDK Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent
Package: 
Engine
Direct subclass:
ParticleLightEnvironmentComponent
This class in other games:
UT3

This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment

Properties

Property group 'DynamicLightEnvironmentComponent'

AmbientGlow

Type: Object.LinearColor

Ambient color added in addition to the level's lighting.

Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

AmbientShadowColor

Type: Object.LinearColor

The color of the ambient shadow.

Default value:

Member Value
A 1.0
B 0.0010
G 0.0010
R 0.0010

AmbientShadowSourceDirection

Type: Object.Vector

The direction of the ambient shadow source.

Default value:

Member Value
X 0.01
Y 0.0
Z 0.99

bCastShadows

Type: bool

Whether the light environment should cast shadows

Default value: True

bCompositeShadowsFromDynamicLights

Type: bool

Whether the light environment's shadow includes the effect of dynamic lights.

Default value: True

bDynamic

Type: bool

Whether the light environment should be dynamically updated.

Default value: True

bForceAllowLightEnvSphericalHarmonicLights

Type: bool

This is to allow individual DLEs to force override and get and SH light. We need this for levels which have their worldinfo's bAllowLightEnvSphericalHarmonicLights set to FALSE but then have cinematic levels added which were lit needing SH lights to look good.

BouncedLightingFactor

Type: float

The intensity of the simulated bounced light, as a fraction of the LightComponent's bounced lighting settings.

Default value: 1.0

bRequiresNonLatentUpdates

Type: bool

Whether this is an actor that can't tolerate latency in lighting updates; a full lighting update is done every frame.

bSynthesizeDirectionalLight

Type: bool

Whether a directional light should be used to synthesize the dominant lighting in the environment.

Default value: True

bSynthesizeSHLight

Type: bool

Whether a SH light should be used to synthesize all light not accounted for by the synthesized directional light. If not, a sky light is used instead. Using an SH light gives higher quality secondary lighting, but at a steeper performance cost.

InvisibleUpdateTime

Type: float

The number of seconds between light environment updates for actors which aren't visible.

Default value: 5.0

LightDesaturation

Type: float

Desaturation percentage of level lighting, which can be used to help team colored characters stand out better under colored lighting.

LightDistance

Type: float

The distance to create the light from the owner's origin, in radius units.

Default value: 10.0

LightShadowMode

Type: LightComponent.ELightShadowMode

The type of shadowing to use for the environment's shadow.

Default value: LightShadow_Modulate

MaxModulatedShadowColor

Type: Object.LinearColor

Brightest ModulatedShadowColor allowed for the shadow. This can be used to limit the DLE's shadow to a specified darkness.

Default value:

Member Value
A 1.0
B 0.5
G 0.5
R 0.5

MaxShadowResolution

Type: int

Override for max square dimensions (in texels) allowed for rendering shadow subject depths. A value of 0 defaults to MaxShadowResolution in SystemSettings.

MinShadowAngle

Type: float

The minimum angle to allow between the shadow direction and horizontal. An angle > 0 constrains the shadow to never be cast from a light below horizontal.

Default value: 35.0

MinShadowResolution

Type: int

Override for min dimensions (in texels) allowed for rendering shadow subject depths. This also controls shadow fading, once the shadow resolution reaches MinShadowResolution it will be faded out completely. A value of 0 defaults to MinShadowResolution in SystemSettings.

MinTimeBetweenFullUpdates

Type: float

Minimum amount of time that needs to pass between full environment updates.

Default value: 1.0

ModShadowFadeoutExponent

Type: float

Exponent that controls mod shadow fadeout curve.

Default value: 3.0

ModShadowFadeoutTime

Type: float

Time since the caster was last visible at which the mod shadow will fade out completely.

Default value: 0.75

NumVolumeVisibilitySamples

Type: int

The number of visibility samples to use within the primitive's bounding volume.

Default value: 1

ShadowDistance

Type: float

The distance for the shadow to project beyond the owner's origin, in radius units.

Default value: 5.0

ShadowFadeResolution

Type: int

Resolution in texels below which shadows begin to be faded out. Once the shadow resolution reaches MinShadowResolution it will be faded out completely. A value of 0 defaults to ShadowFadeResolution in SystemSettings.

ShadowFilterQuality

Type: LightComponent.EShadowFilterQuality

Quality of shadow buffer filtering to use on the light environment

Internal variables

bForceCompositeAllLights

Type: bool

Modifiers: const

Whether to represent all lights with the light environment, including dominant lights which are usually rendered separately.

BoundsMethod

Type: EDynamicLightEnvironmentBoundsMethod


bOverrideOwnerLightingChannels

Type: bool


bTraceFromClosestBoundsPoint

Type: bool


DominantShadowTransitionEndDistance

Type: float

The distance from the dominant light shadow transition at which to end fading out the DLE's modulated shadow and primary light. This must be smaller than DominantShadowTransitionStartDistance.

Default value: 10.0

DominantShadowTransitionStartDistance

Type: float

The distance from the dominant light shadow transition at which to start fading out the DLE's modulated shadow and primary light. This must be larger than DominantShadowTransitionEndDistance.

Default value: 100.0

OverriddenBounds

Type: Object.BoxSphereBounds


OverriddenLightComponents

Type: array<LightComponent>

Modifiers: const

Light components which override lights in GWorld, useful for rendering light environments in preview scenes.

OverriddenLightingChannels

Type: LightComponent.LightingChannelContainer


State

Type: pointer{class FDynamicLightEnvironmentState}

Modifiers: private, native, transient, const

The current state of the light environment.

Enums

EDynamicLightEnvironmentBoundsMethod

Methods used to calculate the bounds that this light environment will use as a representation of what it is lighting. The default settings will trace one ray from the center of the calculated bounds to each relevant light.

DLEB_OwnerComponents 
The default DLE bounds method, starts with a small sphere at the Owner's origin and adds each component of Owner using this DLE.
DLEB_ManualOverride 
Uses OverriddenBounds, doesn't depend on Owner at all.
DLEB_ActiveComponents 
Accumulates the bounds of attached components on any actor using this DLE.

This is useful when the DLE is lighting something whose Owner is placed in the world, like a pool actor. This method only works when the components using this DLE are attached before the DLE is updated.