My program doesn't have bugs. It just develops random features.
UE3:DynamicLightEnvironmentComponent (UT3)
Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent |
Contents
- 1 Properties
- 1.1 Property group 'DynamicLightEnvironmentComponent'
- 1.1.1 AmbientGlow
- 1.1.2 AmbientShadowColor
- 1.1.3 AmbientShadowSourceDirection
- 1.1.4 bCastShadows
- 1.1.5 bDynamic
- 1.1.6 InvisibleUpdateTime
- 1.1.7 LightDesaturation
- 1.1.8 LightDistance
- 1.1.9 MinTimeBetweenFullUpdates
- 1.1.10 ModShadowFadeoutExponent
- 1.1.11 ModShadowFadeoutTime
- 1.1.12 NumVolumeVisibilitySamples
- 1.1.13 ShadowDistance
- 1.1.14 ShadowFilterQuality
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'DynamicLightEnvironmentComponent'
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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 |