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API > API/Runtime > API/Runtime/Engine
| Name | ALight |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Light.h |
| Include Path | #include "Engine/Light.h" |
Syntax
UCLASS (Abstract, ClassGroup=Lights, HideCategories=(Input, Collision, Replication),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), ComponentWrapperClass,
ConversionRoot, Meta=(ChildCanTick), MinimalAPI)
class ALight : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALight
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALight
(
const FObjectInitializer& ObjectInitializer |
Engine/Light.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | uint32 | Replicated copy of LightComponent's bEnabled property | Engine/Light.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LightComponent | TObjectPtr< class ULightComponent > | Engine/Light.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetBrightness() |
Engine/Light.h |
|
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FLinearColor GetLightColor() |
Engine/Light.h |
|
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ULightComponent * GetLightComponent() |
Returns LightComponent subobject | Engine/Light.h | |
bool IsEnabled() |
Engine/Light.h |
|
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bool IsToggleable() |
Return whether the light supports being toggled off and on on-the-fly. | Engine/Light.h | |
virtual void OnRep_bEnabled() |
Replication Notification Callbacks | Engine/Light.h | |
void SetAffectTranslucentLighting
(
bool bNewValue |
Engine/Light.h |
|
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void SetBrightness
(
float NewBrightness |
Engine/Light.h |
|
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void SetCastShadows
(
bool bNewValue |
Engine/Light.h |
|
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void SetEnabled
(
bool bSetEnabled |
BEGIN DEPRECATED (use component functions now in level script) | Engine/Light.h |
|
void SetLightColor
(
FLinearColor NewLightColor |
Engine/Light.h |
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void SetLightFunctionFadeDistance
(
float NewLightFunctionFadeDistance |
Engine/Light.h |
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void SetLightFunctionMaterial
(
UMaterialInterface* NewLightFunctionMaterial |
Engine/Light.h |
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void SetLightFunctionScale
(
FVector NewLightFunctionScale |
Engine/Light.h |
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void SetMobility
(
EComponentMobility::Type InMobility |
Function to change mobility type of light | Engine/Light.h | |
void ToggleEnabled() |
Engine/Light.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | Engine/Light.h | |
virtual void Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | Engine/Light.h | |
virtual bool IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations | Engine/Light.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties | Engine/Light.h | |
virtual void PostLoad() |
Engine/Light.h |