UE3:DynamicLightEnvironmentComponent (UT3): Difference between revisions
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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. | '''Default value:''' 1.5 | ||
====MinTimeBetweenFullUpdates==== | ====MinTimeBetweenFullUpdates==== | ||
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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
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Object >> Component >> ActorComponent >> LightEnvironmentComponent >> DynamicLightEnvironmentComponent |
- Package:
- Engine
- This class in other games:
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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
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 |