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API > API/Plugins > API/Plugins/CelestialVault
| Name | ACelestialVaultDaySequenceActor |
| Type | class |
| Header File | /Engine/Plugins/Experimental/CelestialVault/Source/CelestialVault/Public/CelestialVaultDaySequenceActor.h |
| Include Path | #include "CelestialVaultDaySequenceActor.h" |
Syntax
UCLASS (Blueprintable, HideCategories=(Tags, Networking, LevelInstance))
class ACelestialVaultDaySequenceActor : public ADaySequenceActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → ADaySequenceActor → ACelestialVaultDaySequenceActor
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ACelestialVaultDaySequenceActor
(
const FObjectInitializer& Init |
CelestialVaultDaySequenceActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsDaylightSavings | bool | Set to true if your current date is during the DST period | CelestialVaultDaySequenceActor.h |
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| bKeepPlanetsInfos | bool | If true, the Stars information will be kept in memory and queryable at runtime | CelestialVaultDaySequenceActor.h |
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| bKeepStarsInfo | bool | If true, the Stars information will be kept in memory and queryable at runtime | CelestialVaultDaySequenceActor.h |
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| bManualControl | bool | If true, the moon Age (Phase) and location can be overriden | CelestialVaultDaySequenceActor.h |
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| bUseCurrentDate | bool | If true, ignore the Year Month Day value and use the current system Date | CelestialVaultDaySequenceActor.h |
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| CelestialStarCatalog | TObjectPtr< UDataTable > | A Datatable containing a Celestial Star Catalog data | CelestialVaultDaySequenceActor.h |
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| CelestialVaultComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| CelestialVaultDistance | double | We generate the sky elements the "Platon" way, using a sphere surrounding the Earth. | CelestialVaultDaySequenceActor.h |
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| Day | int | Current Day | CelestialVaultDaySequenceActor.h |
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| DeepSkyComponent | TObjectPtr< UStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| ExponentialHeightFogComponent | TObjectPtr< UExponentialHeightFogComponent > | CelestialVaultDaySequenceActor.h |
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| FictionalStarCatalog | TObjectPtr< UDataTable > | A Datatable containing a Fictional Star Catalog data | CelestialVaultDaySequenceActor.h |
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| GlobalPostProcessVolume | TObjectPtr< UPostProcessComponent > | CelestialVaultDaySequenceActor.h |
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| GMST_AtTOD_0 | double | Greenwich Mean Sidereal Time at corresponding to a 0 Time of Day (midnight in the morning) for the selected Date. | CelestialVaultDaySequenceActor.h |
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| GMT_TimeZone | double | Current Time Zone | CelestialVaultDaySequenceActor.h |
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| Latitude | double | Latitude of Level Origin on planet | CelestialVaultDaySequenceActor.h |
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| Longitude | double | Longitude of Level Origin on planet | CelestialVaultDaySequenceActor.h |
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| MaxVisibleMagnitude | float | All stars from the catalog with a Magnitude dimmer than this threshold won't be generated - Usually 6 is the naked eye visibility limit | CelestialVaultDaySequenceActor.h |
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| Month | int | Current Month | CelestialVaultDaySequenceActor.h |
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| MoonAge | float | Lunar age. 0 = New Moon, 0.25 = First quarter, 0.5 = Full Moon, 1 = Next New Mo | CelestialVaultDaySequenceActor.h |
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| MoonBodyInfo | FPlanetaryBodyInfo | Celestial Info for the Moon, at the beginning of the Day | CelestialVaultDaySequenceActor.h |
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| MoonDiscComponent | TObjectPtr< UStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| MoonLightComponent | TObjectPtr< UDirectionalLightComponent > | CelestialVaultDaySequenceActor.h |
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| MoonLightIntensity | float | Base Moonlight Intensity (for Full Moon) Typically 0.1 Lux, up to 0.32 Lux when the moon is at it's perigee (SuperMoon) | CelestialVaultDaySequenceActor.h |
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| MoonOffset_DEC | float | When faking the moon location, we need to give a location relative to the sun This is a way to control this "Vertically" using an offset in Declination. | CelestialVaultDaySequenceActor.h |
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| MoonOffset_RA | float | When faking the moon location, we need to give a location relative to the sun This is a way to control this "Horizontally" using an offset in Right Ascension. | CelestialVaultDaySequenceActor.h |
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| MoonScale | float | Factor to artificially increase the Moon size | CelestialVaultDaySequenceActor.h |
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| MoonVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Moons are created | CelestialVaultDaySequenceActor.h |
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| PlanetCenterComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| PlanetCenterTransform | FTransform | Transform to apply to the planet to have it located tangent to the Origin. | CelestialVaultDaySequenceActor.h |
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| PlanetsCatalog | TObjectPtr< UDataTable > | The Data Catalog containing all Planets data | CelestialVaultDaySequenceActor.h |
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| PlanetsComponent | TObjectPtr< UInstancedStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| PlanetsInfos | TArray< FPlanetaryBodyInfo > | Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is true | CelestialVaultDaySequenceActor.h |
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| PlanetsScale | float | Factor to artificially increase the Planetary bodies size | CelestialVaultDaySequenceActor.h |
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| PlanetsVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Planets are created | CelestialVaultDaySequenceActor.h |
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| SkyAtmosphereComponent | TObjectPtr< USkyAtmosphereComponent > | CelestialVaultDaySequenceActor.h |
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| SkyLightComponent | TObjectPtr< USkyLightComponent > | CelestialVaultDaySequenceActor.h |
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| StarsComponent | TObjectPtr< UInstancedStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| StarsInfo | TArray< FStarInfo > | Array of the created Stars information - Only populated if KeepStarsInfo is true | CelestialVaultDaySequenceActor.h |
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| StarsVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Stars are created | CelestialVaultDaySequenceActor.h |
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| SunInfo | FSunInfo | Celestial Info for the Sun, at the beginning of the Day | CelestialVaultDaySequenceActor.h |
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| SunLightComponent | TObjectPtr< UDirectionalLightComponent > | CelestialVaultDaySequenceActor.h |
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| SunLightIntensity | float | Base Sun Intensity Typically 120000 Lux | CelestialVaultDaySequenceActor.h |
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| VolumetricCloudComponent | TObjectPtr< UVolumetricCloudComponent > | CelestialVaultDaySequenceActor.h |
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| Year | int | Current Year | CelestialVaultDaySequenceActor.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DrawDebugDelegateHandle | FDelegateHandle | CelestialVaultDaySequenceActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetClosestPlanetaryBody
(
FVector StartPosition, |
Return the Celestial Information of the Planetary Body (moon, planet) closest to a specific direction, within an angle threshold | CelestialVaultDaySequenceActor.h |
|
bool GetClosestStarInfo
(
FVector ObserverLocation, |
Return the Celestial Information of the Star closest to a specific direction, within an angle threshold | CelestialVaultDaySequenceActor.h |
|
FDateTime GetDate() |
Returns the current defined day, without any Time, because the Time will be controlled by the DaySequence Time of day - Uses "Now" or the Year/Month/Day properties | CelestialVaultDaySequenceActor.h |
|
double GetDayCelestialVaultAngle() |
Returns the Celestial vault rotation angle for the current Date at t=0 midnight | CelestialVaultDaySequenceActor.h | |
FPlanetaryBodyInfo GetMoonInfo
(
double JulianDate |
Returns the Celestial Info for the Moon, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
|
bool GetPlanetaryBodyByOrbitType
(
EOrbitType OrbitType, |
Return the Celestial Information of a specific Planetary Body (by its orbit type) | CelestialVaultDaySequenceActor.h |
|
FSunInfo GetSunInfo
(
double JulianDate |
Returns the Celestial Info for the Sun, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
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void SetMoonDiscAge
(
float InMoonAge |
Manually set the Moon Age (Phase) | CelestialVaultDaySequenceActor.h |
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Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
CelestialVaultDaySequenceActor.h |
Protected
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
BeginPlay and OnConstruction overrides auto-register this actor with the DaySequenceSubsystem. | CelestialVaultDaySequenceActor.h | |
virtual void OnConstruction
(
const FTransform& Transform |
CelestialVaultDaySequenceActor.h |