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UE3:LightComponent (UDK)
Object >> Component >> ActorComponent >> LightComponent |
Contents
- 1 Properties
- 1.1 Property group 'LightComponent'
- 1.1.1 bAffectCompositeShadowDirection
- 1.1.2 bCanAffectDynamicPrimitivesOutsideDynamicChannel
- 1.1.3 bCastCompositeShadow
- 1.1.4 bEnabled
- 1.1.5 bForceDynamicLight
- 1.1.6 bOnlyAffectSameAndSpecifiedLevels
- 1.1.7 Brightness
- 1.1.8 bUseVolumes
- 1.1.9 CastDynamicShadows
- 1.1.10 CastShadows
- 1.1.11 CastStaticShadows
- 1.1.12 ExclusionVolumes
- 1.1.13 Function
- 1.1.14 InclusionVolumes
- 1.1.15 LightAffectsClassification
- 1.1.16 LightColor
- 1.1.17 LightEnv_BouncedLightBrightness
- 1.1.18 LightEnv_BouncedModulationColor
- 1.1.19 LightingChannels
- 1.1.20 LightShadowMode
- 1.1.21 MaxShadowResolution
- 1.1.22 MinShadowResolution
- 1.1.23 ModShadowColor
- 1.1.24 ModShadowFadeoutExponent
- 1.1.25 ModShadowFadeoutTime
- 1.1.26 OtherLevelsToAffect
- 1.1.27 ShadowFadeResolution
- 1.1.28 ShadowFilterQuality
- 1.1.29 ShadowProjectionTechnique
- 1.1.30 UseDirectLightMap
- 1.2 Internal variables
- 1.1 Property group 'LightComponent'
- 2 Enums
- 3 Structs
- 4 Native functions
- Package:
- Engine
- Direct subclasses:
- DirectionalLightComponent, PointLightComponent, SkyLightComponent, SphericalHarmonicLightComponent
- This class in other games:
- UT3
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Properties
Property group 'LightComponent'
bAffectCompositeShadowDirection
Type: bool
If bCastCompositeShadow=TRUE, whether the light should affect the composite shadow direction.
Default value: True
bCanAffectDynamicPrimitivesOutsideDynamicChannel
Type: bool
Modifiers: const
Whether the light can affect dynamic primitives even though the light is not affecting the dynamic channel.
bCastCompositeShadow
Type: bool
True if the light should cast shadow from primitives which use a composite light environment.
Default value: True
bEnabled
Type: bool
Modifiers: const
Is this light enabled?
Default value: True
bForceDynamicLight
Type: bool
Modifiers: const
True if this light should use dynamic shadows for all primitives.
forces the use of shadow volumes/ stencil shadows which avoid potential issues with cubemaps and also avoids any memory used for static shadowing
bOnlyAffectSameAndSpecifiedLevels
Type: bool
Modifiers: const
Whether to only affect primitives that are in the same level/ share the same GetOutermost() or are in the set of additionally specified ones.
Brightness
Type: float
Modifiers: const, interp
Default value: 1.0
bUseVolumes
Type: bool
Whether to use the inclusion/ exclusion volumes.
CastDynamicShadows
Type: bool
True if the light can be blocked by dynamic shadow casting primitives.
controls whether the light should cast shadows from objects that cannot receive static shadowing
Default value: True
CastShadows
Type: bool
Modifiers: const
True if the light can be blocked by shadow casting primitives.
controls whether the light should cast shadows
Default value: True
CastStaticShadows
Type: bool
Modifiers: const
True if the light can be blocked by static shadow casting primitives.
controls whether the light should cast shadows from objects that can receive static shadowing
Default value: True
ExclusionVolumes
Modifiers: editoronly, const
Array of volumes used by AffectsBounds if bUseVolumes is set. Light will only affect primitives if they neither touching nor are contained by at least one volume. Exclusion overrides inclusion.
Function
Type: LightFunction
Modifiers: const, editinline, export
InclusionVolumes
Modifiers: editoronly, const
Array of volumes used by AffectsBounds if bUseVolumes is set. Light will only affect primitives if they are touching or are contained by at least one volume. Exclusion overrides inclusion.
LightAffectsClassification
Type: ELightAffectsClassification
Modifiers: const, editconst
This is the classification of this light. This is used for placing a light for an explicit purpose. Basically you can now have "type" information with lights and understand the intent of why a light was placed. This is very useful for content people getting maps from others and understanding why there is a dynamic affect light in the middle of the world with a radius of 32k! And also useful for being able to do searches such as the following: show me all lights which effect dynamic objects. Now show me the set of lights which are not explicitly set as Dynamic Affecting lights.
LightColor
Type: Object.Color
Modifiers: const, interp
Default value:
Member | Value |
---|---|
A | 0 |
B | 255 |
G | 255 |
R | 255 |
LightEnv_BouncedLightBrightness
Type: float
Modifiers: const, interp
The intensity of bounced lighting from this light in DynamicLightEnvironments.
LightEnv_BouncedModulationColor
Type: Object.Color
Modifiers: const, interp
The color of bounced lighting from this light in DynamicLightEnvironments.
Default value:
Member | Value |
---|---|
A | 0 |
B | 255 |
G | 255 |
R | 255 |
LightingChannels
Type: LightingChannelContainer
Modifiers: const
Lighting channels controlling light/ primitive interaction. Only allows interaction if at least one channel is shared
Default value:
Member | Value |
---|---|
bInitialized | True |
BSP | True |
CompositeDynamic | True |
Dynamic | True |
Static | True |
LightShadowMode
Type: ELightShadowMode
Type of shadowing to apply for the light
Default value: LightShadow_Modulate
MaxShadowResolution
Type: int
Override for max square dimensions (in texels) allowed for rendering shadow subject depths. A value of 0 defaults to MaxShadowResolution in SystemSettings.
MinShadowResolution
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.
ModShadowColor
Type: Object.LinearColor
Shadow color for modulating entire scene
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.0 |
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.
OtherLevelsToAffect
Modifiers: const
Array of other levels to affect if bOnlyAffectSameAndSpecifiedLevels is TRUE, own level always implicitly part of array.
ShadowFadeResolution
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
Type: EShadowFilterQuality
Quality of shadow buffer filtering to use on this light
ShadowProjectionTechnique
Type: EShadowProjectionTechnique
Type of shadow projection to use for this light
UseDirectLightMap
Type: bool
Modifiers: const
Set to True to store the direct flux of this light in a light-map.
Internal variables
bAllowPreShadow
Type: bool
Whether to allow preshadows (the static environment casting dynamic shadows on dynamic objects) from this light.
bHasLightEverBeenBuiltIntoLightMap
Type: bool
Modifiers: const
Whether light has ever been built into a lightmap
bPrecomputedLightingIsValid
Type: bool
Modifiers: protected, const
The precomputed lighting for that light source is valid. It might become invalid if some properties change (e.g. position, brightness).
Default value: True
ExclusionConvexVolumes
Modifiers: native, const
Array of convex exclusion volumes, populated from ExclusionVolumes by PostEditChange.
InclusionConvexVolumes
Modifiers: native, const
Array of convex inclusion volumes, populated from InclusionVolumes by PostEditChange.
LightEnvironment
Type: LightEnvironmentComponent
Modifiers: const
The light environment which the light affects. NULL represents an implicit default light environment including all primitives and lights with LightEnvironment=NULL.
LightGuid
Type: Object.Guid
Modifiers: const, duplicatetransient
GUID used to associate a light component with precomputed shadowing information across levels. The GUID changes whenever the light position changes.
LightListIndex
Type: int
Modifiers: const, native, duplicatetransient
The munged index of this light in the light list
> 0 == static light list
0 == not part of any light list
< 0 == dynamic light list
LightmapGuid
Type: Object.Guid
Modifiers: const, duplicatetransient
GUID used to associate a light component with precomputed shadowing information across levels. The GUID changes whenever any of the lighting relevant properties changes.
LightToWorld
Type: Object.Matrix
Modifiers: native, const, transient
SceneInfo
Type: pointer
Modifiers: native, private, transient, noimport, const
WorldToLight
Type: Object.Matrix
Modifiers: native, const, transient
Enums
ELightAffectsClassification
- LAC_USER_SELECTED
- LAC_DYNAMIC_AFFECTING
- LAC_STATIC_AFFECTING
- LAC_DYNAMIC_AND_STATIC_AFFECTING
ELightShadowMode
- LightShadow_Normal
- Shadows rendered due to absence of light when doing dynamic lighting. High overhead per-light, especially on xbox 360.
- LightShadow_Modulate
- Shadows rendered as a fullscreen pass by modulating entire scene by a shadow factor. Least expensive, Default.
- LightShadow_ModulateBetter
- Shadows rendered as a fullscreen pass by modulating entire scene by a shadow factor, but also
renders receiver geometry in order to prevent shadows on backfaces and emissive areas. More expensive than LightShadow_Modulate. This can be used to stop shadows from casting through walls in MP games at a cost of 0.1-0.2 ms on gpu per ModulateBetter caster
EShadowFilterQuality
- SFQ_Low
- SFQ_Medium
- SFQ_High
EShadowProjectionTechnique
- ShadowProjTech_Default
- Shadow projection is rendered using either PCF/VSM based on global settings
- ShadowProjTech_PCF
- Shadow projection is rendered using the PCF (Percentage Closer Filtering) technique. May have heavy banding artifacts
- ShadowProjTech_VSM
- Shadow projection is rendered using the VSM (Variance Shadow Map) technique. May have shadow offset and light bleed artifacts
- ShadowProjTech_BPCF_Low
- Shadow projection is rendered using the Low quality Branching PCF technique. May have banding and penumbra detection artifacts
- ShadowProjTech_BPCF_Medium
- Shadow projection is rendered using the Medium quality Branching PCF technique. May have banding and penumbra detection artifacts
- ShadowProjTech_BPCF_High
- Shadow projection is rendered using the High quality Branching PCF technique. May have banding and penumbra detection artifacts
Structs
LightingChannelContainer
- bool bInitialized
- Whether the lighting channel has been initialized. Used to determine whether UPrimitveComponent::Attach should set defaults.
- bool BSP
- bool Static
- bool Dynamic
- bool CompositeDynamic
- bool Skybox
- bool Unnamed_1
- bool Unnamed_2
- bool Unnamed_3
- bool Unnamed_4
- bool Unnamed_5
- bool Unnamed_6
- bool Cinematic_1
- bool Cinematic_2
- bool Cinematic_3
- bool Cinematic_4
- bool Cinematic_5
- bool Cinematic_6
- bool Cinematic_7
- bool Cinematic_8
- bool Cinematic_9
- bool Cinematic_10
- bool Gameplay_1
- bool Gameplay_2
- bool Gameplay_3
- bool Gameplay_4
- bool Crowd
Native functions
GetDirection
Script interface to retrieve light direction.
GetOrigin
Script interface to retrieve light location.
SetEnabled
Toggles the light on or off
Parameters:
- bSetEnabled - TRUE to enable the light or FALSE to disable it
SetLightProperties
sets Brightness, LightColor, and/or LightFunction
UpdateColorAndBrightness
Script interface to update the color and brightness on the render thread.