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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UExponentialHeightFogComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/ExponentialHeightFogComponent.h |
Include | #include "Components/ExponentialHeightFogComponent.h" |
Syntax
UCLASS (ClassGroup=Rendering, CollapseCategories, HideCategories=(Object, Mobility), EditInlineNew,
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UExponentialHeightFogComponent : public USceneComponent
Remarks
Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
Variables
Type | Name | Description | |
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bool | bEnableVolumetricFog | Whether to enable Volumetric fog. |
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uint8: 1 | bHoldout | If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. |
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bool | bOverrideLightColorsWithFogInscatteringColors | Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. |
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uint8: 1 | bRenderInMainPass | If true, this component will be rendered in the main pass (basepass, transparency) |
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float | DirectionalInscatteringExponent | Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. |
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FLinearColor | DirectionalInscatteringLuminance | Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. |
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float | DirectionalInscatteringStartDistance | Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. |
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float | FogCutoffDistance | Scene elements past this distance will not have fog applied. |
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float | FogDensity | Global density factor. |
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float | FogHeightFalloff | Height density factor, controls how the density increases as height decreases. |
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FLinearColor | FogInscatteringLuminance | |
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float | FogMaxOpacity | Maximum opacity of the fog. |
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float | FullyDirectionalInscatteringColorDistance | Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color. |
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TObjectPtr< class UTextureCube > | InscatteringColorCubemap | Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. |
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float | InscatteringColorCubemapAngle | Angle to rotate the InscatteringColorCubemap around the Z axis. |
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FLinearColor | InscatteringTextureTint | Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap. |
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float | NonDirectionalInscatteringColorDistance | Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color. |
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FExponentialHeightFogData | SecondFogData | Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence. |
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FLinearColor | SkyAtmosphereAmbientContributionColorScale | Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. |
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float | StartDistance | Distance from the camera that the fog will start, in world units. |
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FColor | VolumetricFogAlbedo | The height fog particle reflectiveness used by volumetric fog. |
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float | VolumetricFogDistance | Distance over which volumetric fog should be computed, after the start distance. |
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FLinearColor | VolumetricFogEmissive | Light emitted by height fog. |
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float | VolumetricFogExtinctionScale | Scales the height fog particle extinction amount used by volumetric fog. |
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float | VolumetricFogNearFadeInDistance | Distance over which volumetric fog will fade in from the start distance. |
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float | VolumetricFogScatteringDistribution | Controls the scattering phase function - how much incoming light scatters in various directions. |
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float | VolumetricFogStartDistance | Distance from the camera that the volumetric fog will start, in world units. |
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float | VolumetricFogStaticLightingScatteringIntensity |
Constructors
Type | Name | Description | |
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UExponentialHeightFogComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Overridden from UActorComponent
Type | Name | Description | |
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void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
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void | Used to shut down any rendering thread structure for this component | |
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void | Called to send a transform update for this component to the rendering thread |
Overridden from UObject
Type | Name | Description | |
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
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FLinearColor | DirectionalInscatteringColor_DEPRECATED | |
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FLinearColor | FogInscatteringColor_DEPRECATED |