I don't need to test my programs. I have an error-correcting modem.

UE3:PointLightComponent (UDK)

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Revision as of 06:24, 17 January 2010 by (Talk)

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UDK Object >> Component >> ActorComponent >> LightComponent >> PointLightComponent
Package: 
Engine
Direct subclasses:
DominantPointLightComponent, SpotLightComponent, UTExplosionLight, UTShockBallLight
This class in other games:
UT3


Properties

Property group 'Lightmass'

LightmassSettings

Type: EngineTypes.LightmassPointLightSettings

The Lightmass settings for this object.

Default value:

Member Value
IndirectLightingSaturation 1.0
IndirectLightingScale 1.0
LightSourceRadius 100.0
ShadowExponent 2.0

Property group 'PointLightComponent'

FalloffExponent

Type: float

Modifiers: interp

Controls the radial falloff of the light

Default value: 2.0

MinShadowFalloffRadius

Type: float

The minimum radius at which the point light's shadow begins to attenuate.

Radius

Type: float

Modifiers: interp


Default value: 1024.0

ShadowFalloffExponent

Type: float

falloff for shadow when using LightShadow_Modulate

Default value: 2.0

ShadowRadiusMultiplier

Type: float

Modifiers: interp

used to control when point light shadow mapping goes to a hack mode, the ShadowRadiusMultiplier is multiplied by the radius of object's bounding sphere

Default value: 1.1

Translation

Type: Object.Vector

Modifiers: const


Internal variables

CachedParentToWorld

Type: Object.Matrix

Modifiers: const

Todo: remove me please

PreviewLightRadius

Type: DrawLightRadiusComponent

Modifiers: const


PreviewLightSourceRadius

Type: DrawLightRadiusComponent

Modifiers: const


Functions

Native functions

SetTranslation

native final function SetTranslation (Object.Vector NewTranslation)


Other instance functions

OnUpdatePropertyBrightness

function OnUpdatePropertyBrightness ()

Called from matinee code when Brightness property changes.

OnUpdatePropertyLightColor

function OnUpdatePropertyLightColor ()

Called from matinee code when LightColor property changes.