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Implements a directional light actor.
| Name | ADirectionalLight |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DirectionalLight.h |
| Include Path | #include "Engine/DirectionalLight.h" |
Syntax
UCLASS (ClassGroup=(Lights, DirectionalLights), MinimalAPI, Meta=(ChildCanTick))
class ADirectionalLight : public ALight
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALight → ADirectionalLight
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ADirectionalLight
(
const FObjectInitializer& ObjectInitializer |
Engine/DirectionalLight.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArrowComponent | TObjectPtr< UArrowComponent > | Reference to editor visualization arrow. | Engine/DirectionalLight.h | |
| DirectionalLightComponent | TObjectPtr< UDirectionalLightComponent > | EditorOnly reference to the light component to allow it to be displayed in the details panel correctly | Engine/DirectionalLight.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UArrowComponent * GetArrowComponent() |
Returns ArrowComponent subobject | Engine/DirectionalLight.h | |
UDirectionalLightComponent * GetComponent() |
Returns SkyAtmosphereComponent subobject | Engine/DirectionalLight.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. | Engine/DirectionalLight.h | |
virtual void GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Returns the bounding boxes of all components that make up this Actor for loading at runtime and editor. | Engine/DirectionalLight.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void LoadedFromAnotherClass
(
const FName& OldClassName |
Engine/DirectionalLight.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/DirectionalLight.h | ||
virtual void PostLoad() |
Engine/DirectionalLight.h |