I'm a doctor, not a mechanic

UE3:DynamicLightEnvironmentComponent (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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

Property group 'DynamicLightEnvironmentComponent'

AmbientGlow

Type: Object.LinearColor

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

Default value:

Member Value
000000,A
000000,B
000000,G
R 0.0

AmbientShadowColor

Type: Object.LinearColor

The color of the ambient shadow.

Default value:

Member Value
150000,A
150000,B
150000,G
R 0.0

AmbientShadowSourceDirection

Type: Object.Vector

The direction of the ambient shadow source.

Default value:

Member Value
000000,Y
000000,Z
X 0.0

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: 1.0

MinTimeBetweenFullUpdates

Type: float

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

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