Cogito, ergo sum

UE3:UTExplosionLight (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Component >> ActorComponent >> LightComponent >> PointLightComponent >> UTExplosionLight
Package: 
UTGame
Direct subclasses:
UTCicadaRocketExplosionLight, UTGreenMuzzleFlashLight, UTHugeExplosionLight, UTLeviathanMuzzleFlashLight, UTLinkGunMuzzleFlashLight, UTRocketExplosionLight, UTRocketLight, UTRocketMuzzleFlashLight, UTShockComboExplosionLight, UTShockImpactLight, UTShockMuzzleFlashLight, UTStingerMuzzleFlashLight, UTTurretMuzzleFlashLight, UTVehicleShockComboLight
This class in other games:
UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTExplosionLight'[edit]

TimeShift[edit]

Type: array<LightValues>


Internal variables[edit]

bCheckFrameRate[edit]

Type: bool

set false after frame rate dependent properties have been tweaked.

Default value: True

bInitialized[edit]

Type: bool

used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places

HighDetailFrameTime[edit]

Type: float

HighDetailFrameTime - if frame rate is above this, force super high detail.

Default value: 0.015

Lifetime[edit]

Type: float

Lifetime - how long this explosion has been going

TimeShiftIndex[edit]

Type: int

Index into TimeShift array

Default values[edit]

Property Value
Brightness 8.0
CastShadows False
LightColor
Member Value
A 255
B 255
G 255
R 255
Radius 256.0

Structs[edit]

LightValues[edit]

Modifiers: native

float StartTime 
float Radius 
float Brightness 
Object.Color LightColor 

Delegates[edit]

OnLightFinished[edit]

delegate OnLightFinished (UTExplosionLight Light)

called when the light has burnt out

Native functions[edit]

ResetLight[edit]

final native function ResetLight ()