UE3:DynamicLightEnvironmentComponent (UT3): Difference between revisions

From Unreal Wiki, The Unreal Engine Documentation Site
Auto-generated page
 
No edit summary
 
Line 24: Line 24:
! Value
! Value
|-
|-
| 000000,A
| A
|  
| 1.0
|-
|-
| 000000,B
| B
|  
| 0.0
|-
|-
| 000000,G
| G
|  
| 0.0
|-
|-
| R
| R
Line 47: Line 47:
! Value
! Value
|-
|-
| 150000,A
| A
|  
| 1.0
|-
|-
| 150000,B
| B
|  
| 0.15
|-
|-
| 150000,G
| G
|  
| 0.15
|-
|-
| R
| R
| 0.0
| 0.15
|}
|}


Line 70: Line 70:
! Value
! Value
|-
|-
| 000000,Y
| X
|  
| 0.0
|-
|-
| 000000,Z
| Y
|  
| 0.0
|-
|-
| X
| Z
| 0.0
| 1.0
|}
|}


Line 111: Line 111:
The distance to create the light from the owner's origin, in radius units.
The distance to create the light from the owner's origin, in radius units.


'''Default value:''' 1.0
'''Default value:''' 1.5


====MinTimeBetweenFullUpdates====
====MinTimeBetweenFullUpdates====
Line 117: Line 117:


Minimum amount of time that needs to pass between full environment updates.
Minimum amount of time that needs to pass between full environment updates.
'''Default value:''' 0.3


====ModShadowFadeoutExponent====
====ModShadowFadeoutExponent====

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent
Package:
Engine
This class in other games:

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

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 0.15
G 0.15
R 0.15

AmbientShadowSourceDirection

Type: Object.Vector

The direction of the ambient shadow source.

Default value:

Member Value
X 0.0
Y 0.0
Z 1.0

bCastShadows

Type: bool

Whether the light environment should cast shadows

Default value: True

bDynamic

Type: bool

Whether the light environment should be dynamically updated.

Default value: True

InvisibleUpdateTime

Type: float

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

Default value: 4.0

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: 1.5

MinTimeBetweenFullUpdates

Type: float

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

Default value: 0.3

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.

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: 1.0

ShadowFilterQuality

Type: LightComponent.EShadowFilterQuality

Quality of shadow buffer filtering to use on the light environment

Internal variables

State

Type: pointer{class FDynamicLightEnvironmentState}

Modifiers: private, native, transient, const

The current state of the light environment.

Default values

Property Value
TickGroup TG_PostAsyncWork