I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
Difference between revisions of "UE3:UTExplosionLight (UT3)"
From Unreal Wiki, The Unreal Engine Documentation Site
(Auto-generated page) |
(Talk) |
||
Line 34: | Line 34: | ||
HighDetailFrameTime - if frame rate is above this, force super high detail. | HighDetailFrameTime - if frame rate is above this, force super high detail. | ||
+ | |||
+ | '''Default value:''' 0.015 | ||
====Lifetime==== | ====Lifetime==== |
Latest revision as of 07:40, 23 May 2008
Object >> Component >> ActorComponent >> LightComponent >> PointLightComponent >> UTExplosionLight |
- Package:
- UTGame
- Direct subclasses:
- UTShockComboExplosionLight, UTShockMuzzleFlashLight, UTTankeMinigunMuzzleFlashLight, UTShockImpactLight, UTBioExplosionLight, UTCicadaRocketExplosionLight, UTDarkWalkerMuzzleFlashLight, UTStingerTurretMuzzleFlashLight, UTEnforcerMuzzleFlashLight, UTGreenMuzzleFlashLight, UTHugeExplosionLight, UTLeviathanMuzzleFlashLight, UTLinkGunMuzzleFlashLight, UTVehicleShockComboLight, UTNemesisBeamLight, UTNemesisMuzzleFlashLight, UTRocketExplosionLight, UTRocketLight, UTRocketMuzzleFlashLight, UTStingerMuzzleFlashLight, UTTankMuzzleFlash, UTTankShellExplosionLight, UTTranslocatorLight, UTTranslocatorLightBlue, UTTurretMuzzleFlashLight
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||||||||
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 ()