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UE3:UTExplosionLight (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
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
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTExplosionLight'
TimeShift
Type: array<LightValues>
Internal variables
bCheckFrameRate
Type: bool
set false after frame rate dependent properties have been tweaked.
Default value: True
bInitialized
Type: bool
used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places
HighDetailFrameTime
Type: float
HighDetailFrameTime - if frame rate is above this, force super high detail.
Lifetime
Type: float
Lifetime - how long this explosion has been going
TimeShiftIndex
Type: int
Index into TimeShift array
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Brightness | 8.0 | ||||||||||
CastShadows | False | ||||||||||
LightColor |
|
||||||||||
Radius | 256.0 |
Structs
LightValues
Modifiers: native
- float StartTime
- float Radius
- float Brightness
- Object.Color LightColor
Delegates
OnLightFinished
delegate OnLightFinished (UTExplosionLight Light)
called when the light has burnt out
Native functions
ResetLight
final native function ResetLight ()