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UE3:DynamicLightEnvironmentComponent (UDK)
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 bCompositeShadowsFromDynamicLights
- 1.1.6 bDynamic
- 1.1.7 bForceAllowLightEnvSphericalHarmonicLights
- 1.1.8 BouncedLightingFactor
- 1.1.9 bRequiresNonLatentUpdates
- 1.1.10 bSynthesizeDirectionalLight
- 1.1.11 bSynthesizeSHLight
- 1.1.12 InvisibleUpdateTime
- 1.1.13 LightDesaturation
- 1.1.14 LightDistance
- 1.1.15 LightShadowMode
- 1.1.16 MaxModulatedShadowColor
- 1.1.17 MaxShadowResolution
- 1.1.18 MinShadowAngle
- 1.1.19 MinShadowResolution
- 1.1.20 MinTimeBetweenFullUpdates
- 1.1.21 ModShadowFadeoutExponent
- 1.1.22 ModShadowFadeoutTime
- 1.1.23 NumVolumeVisibilitySamples
- 1.1.24 ShadowDistance
- 1.1.25 ShadowFadeResolution
- 1.1.26 ShadowFilterQuality
- 1.2 Internal variables
- 1.2.1 bForceCompositeAllLights
- 1.2.2 BoundsMethod
- 1.2.3 bOverrideOwnerLightingChannels
- 1.2.4 bTraceFromClosestBoundsPoint
- 1.2.5 DominantShadowTransitionEndDistance
- 1.2.6 DominantShadowTransitionStartDistance
- 1.2.7 OverriddenBounds
- 1.2.8 OverriddenLightComponents
- 1.2.9 OverriddenLightingChannels
- 1.2.10 State
- 1.1 Property group 'DynamicLightEnvironmentComponent'
- 2 Enums
- Package:
- Engine
- Direct subclass:
- ParticleLightEnvironmentComponent
- This class in other games:
- UT3
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This is used to light components / actors during the game. Doing something like: LightEnvironment=FooLightEnvironment
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 | 0.0010 |
G | 0.0010 |
R | 0.0010 |
AmbientShadowSourceDirection[edit]
Type: Object.Vector
The direction of the ambient shadow source.
Default value:
Member | Value |
---|---|
X | 0.01 |
Y | 0.0 |
Z | 0.99 |
bCastShadows[edit]
Type: bool
Whether the light environment should cast shadows
Default value: True
bCompositeShadowsFromDynamicLights[edit]
Type: bool
Whether the light environment's shadow includes the effect of dynamic lights.
Default value: True
bDynamic[edit]
Type: bool
Whether the light environment should be dynamically updated.
Default value: True
bForceAllowLightEnvSphericalHarmonicLights[edit]
Type: bool
This is to allow individual DLEs to force override and get and SH light. We need this for levels which have their worldinfo's bAllowLightEnvSphericalHarmonicLights set to FALSE but then have cinematic levels added which were lit needing SH lights to look good.
BouncedLightingFactor[edit]
Type: float
The intensity of the simulated bounced light, as a fraction of the LightComponent's bounced lighting settings.
Default value: 1.0
bRequiresNonLatentUpdates[edit]
Type: bool
Whether this is an actor that can't tolerate latency in lighting updates; a full lighting update is done every frame.
bSynthesizeDirectionalLight[edit]
Type: bool
Whether a directional light should be used to synthesize the dominant lighting in the environment.
Default value: True
bSynthesizeSHLight[edit]
Type: bool
Whether a SH light should be used to synthesize all light not accounted for by the synthesized directional light. If not, a sky light is used instead. Using an SH light gives higher quality secondary lighting, but at a steeper performance cost.
InvisibleUpdateTime[edit]
Type: float
The number of seconds between light environment updates for actors which aren't visible.
Default value: 5.0
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: 10.0
LightShadowMode[edit]
Type: LightComponent.ELightShadowMode
The type of shadowing to use for the environment's shadow.
Default value: LightShadow_Modulate
MaxModulatedShadowColor[edit]
Type: Object.LinearColor
Brightest ModulatedShadowColor allowed for the shadow. This can be used to limit the DLE's shadow to a specified darkness.
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.5 |
G | 0.5 |
R | 0.5 |
MaxShadowResolution[edit]
Type: int
Override for max square dimensions (in texels) allowed for rendering shadow subject depths. A value of 0 defaults to MaxShadowResolution in SystemSettings.
MinShadowAngle[edit]
Type: float
The minimum angle to allow between the shadow direction and horizontal. An angle > 0 constrains the shadow to never be cast from a light below horizontal.
Default value: 35.0
MinShadowResolution[edit]
Type: int
Override for min dimensions (in texels) allowed for rendering shadow subject depths. This also controls shadow fading, once the shadow resolution reaches MinShadowResolution it will be faded out completely. A value of 0 defaults to MinShadowResolution in SystemSettings.
MinTimeBetweenFullUpdates[edit]
Type: float
Minimum amount of time that needs to pass between full environment updates.
Default value: 1.0
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.
Default value: 0.75
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: 5.0
ShadowFadeResolution[edit]
Type: int
Resolution in texels below which shadows begin to be faded out. Once the shadow resolution reaches MinShadowResolution it will be faded out completely. A value of 0 defaults to ShadowFadeResolution in SystemSettings.
ShadowFilterQuality[edit]
Type: LightComponent.EShadowFilterQuality
Quality of shadow buffer filtering to use on the light environment
Internal variables[edit]
bForceCompositeAllLights[edit]
Type: bool
Modifiers: const
Whether to represent all lights with the light environment, including dominant lights which are usually rendered separately.
BoundsMethod[edit]
Type: EDynamicLightEnvironmentBoundsMethod
bOverrideOwnerLightingChannels[edit]
Type: bool
bTraceFromClosestBoundsPoint[edit]
Type: bool
DominantShadowTransitionEndDistance[edit]
Type: float
The distance from the dominant light shadow transition at which to end fading out the DLE's modulated shadow and primary light. This must be smaller than DominantShadowTransitionStartDistance.
Default value: 10.0
DominantShadowTransitionStartDistance[edit]
Type: float
The distance from the dominant light shadow transition at which to start fading out the DLE's modulated shadow and primary light. This must be larger than DominantShadowTransitionEndDistance.
Default value: 100.0
OverriddenBounds[edit]
Type: Object.BoxSphereBounds
OverriddenLightComponents[edit]
Type: array<LightComponent>
Modifiers: const
Light components which override lights in GWorld, useful for rendering light environments in preview scenes.
OverriddenLightingChannels[edit]
Type: LightComponent.LightingChannelContainer
State[edit]
Type: pointer{class FDynamicLightEnvironmentState}
Modifiers: private, native, transient, const
The current state of the light environment.
Enums[edit]
EDynamicLightEnvironmentBoundsMethod[edit]
Methods used to calculate the bounds that this light environment will use as a representation of what it is lighting. The default settings will trace one ray from the center of the calculated bounds to each relevant light.
- DLEB_OwnerComponents
- The default DLE bounds method, starts with a small sphere at the Owner's origin and adds each component of Owner using this DLE.
- DLEB_ManualOverride
- Uses OverriddenBounds, doesn't depend on Owner at all.
- DLEB_ActiveComponents
- Accumulates the bounds of attached components on any actor using this DLE.
This is useful when the DLE is lighting something whose Owner is placed in the world, like a pool actor. This method only works when the components using this DLE are attached before the DLE is updated.