Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:DynamicLightEnvironmentComponent (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent
Package: 
Engine
This class in other games:
UDK

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'DynamicLightEnvironmentComponent'[edit]

AmbientGlow[edit]

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[edit]

Type: Object.LinearColor

The color of the ambient shadow.

Default value:

Member Value
A 1.0
B 0.15
G 0.15
R 0.15

AmbientShadowSourceDirection[edit]

Type: Object.Vector

The direction of the ambient shadow source.

Default value:

Member Value
X 0.0
Y 0.0
Z 1.0

bCastShadows[edit]

Type: bool

Whether the light environment should cast shadows

Default value: True

bDynamic[edit]

Type: bool

Whether the light environment should be dynamically updated.

Default value: True

InvisibleUpdateTime[edit]

Type: float

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

Default value: 4.0

LightDesaturation[edit]

Type: float

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

LightDistance[edit]

Type: float

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

Default value: 1.5

MinTimeBetweenFullUpdates[edit]

Type: float

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

Default value: 0.3

ModShadowFadeoutExponent[edit]

Type: float

Exponent that controls mod shadow fadeout curve.

Default value: 3.0

ModShadowFadeoutTime[edit]

Type: float

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

NumVolumeVisibilitySamples[edit]

Type: int

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

Default value: 1

ShadowDistance[edit]

Type: float

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

Default value: 1.0

ShadowFilterQuality[edit]

Type: LightComponent.EShadowFilterQuality

Quality of shadow buffer filtering to use on the light environment

Internal variables[edit]

State[edit]

Type: pointer{class FDynamicLightEnvironmentState}

Modifiers: private, native, transient, const

The current state of the light environment.

Default values[edit]

Property Value
TickGroup TG_PostAsyncWork