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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- ULightComponentBase
- ULightComponent
- UDirectionalLightComponent
- ULocalLightComponent
- UPointLightComponent
- USpotLightComponent
- URectLightComponent
- USkyLightComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/LightComponentBase.h |
Include | #include "Components/LightComponentBase.h" |
Syntax
UCLASS (Abstract, HideCategories=(Trigger, Activation, "Components|Activation", Physics),
ShowCategories=(Mobility), MinimalAPI)
class ULightComponentBase : public USceneComponent
Variables
Type | Name | Description | |
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uint32: 1 | bAffectGlobalIllumination | Whether the light affects global illumination, when ray-traced global illumination is enabled. |
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uint32: 1 | bAffectReflection | Whether the light affects objects in reflections, when ray-traced reflection is enabled. |
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uint32: 1 | bAffectsWorld | Whether the light can affect the world, or whether it is disabled. |
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uint32: 1 | bAffectTranslucentLighting | Whether the light affects translucency or not. |
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uint32: 1 | bCastDeepShadow | Whether the light should cast high quality hair-strands self-shadowing. |
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uint32: 1 | bCastVolumetricShadow | Whether the light shadows volumetric fog. Disabling this can save GPU time. |
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uint32: 1 | bTransmission | Whether light from this light transmits through surfaces with subsurface scattering profiles. |
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uint32: 1 | CastDynamicShadows | Whether the light should cast shadows from dynamic objects. |
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TEnumAsByte< ECastRayTracedShadow::Type > | CastRaytracedShadow | |
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uint32: 1 | CastShadows | Whether the light should cast any shadows. |
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uint32: 1 | CastStaticShadows | Whether the light should cast shadows from static objects. |
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float | DeepShadowLayerDistribution | Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details). |
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TObjectPtr< UTexture2D > | DynamicEditorTexture | Sprite for dynamic light in the editor. |
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float | DynamicEditorTextureScale | Sprite scaling for dynamic light in the editor. |
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float | IndirectLightingIntensity | Scales the indirect lighting contribution from this light. |
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float | Intensity | Total energy that the light emits. |
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FColor | LightColor | Filter color of the light. Note that this can change the light's effective intensity. |
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FGuid | LightGuid | GUID used to associate a light component with precomputed shadowing information across levels. |
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int | SamplesPerPixel | Samples per pixel for ray tracing |
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TObjectPtr< UTexture2D > | StaticEditorTexture | Sprite for static light in the editor. |
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float | StaticEditorTextureScale | Sprite scaling for static light in the editor. |
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float | VolumetricScatteringIntensity | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. |
Constructors
Type | Name | Description | |
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ULightComponentBase
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UTexture2D * | ||
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float | ||
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FLinearColor | Gets the light color as a linear color | |
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bool | Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. | |
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bool | Whether the light has static direct shadowing. | |
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bool | IsMovable () |
Returns true if the light's Mobility is set to Movable |
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void | SetAffectGlobalIllumination
(
bool bNewValue |
|
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void | SetAffectReflection
(
bool bNewValue |
|
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void | SetCastDeepShadow
(
bool bNewValue |
|
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void | SetCastRaytracedShadow
(
bool bNewValue |
|
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void | SetCastRaytracedShadows
(
ECastRayTracedShadow::Type bNewValue |
|
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void | SetCastShadows
(
bool bNewValue |
Sets whether this light casts shadows |
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void | SetCastVolumetricShadow
(
bool bNewValue |
|
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void | SetSamplesPerPixel
(
int NewValue |
|
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void | Update/reset light GUIDs. | |
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void | Update the texture used on the editor sprite | |
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void | Validate light GUIDs and resets as appropriate.Validates light GUIDs and resets as appropriate. |
Overridden from USceneComponent
Type | Name | Description | |
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FBoxSphereBounds | Get the extent used when placing this component in the editor, used for 'pulling back' hit. | |
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bool | We return a small bounds to allow us to non-interpenetrates when placing lights in the level. |
Overridden from UActorComponent
Type | Name | Description | |
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void | OnRegister () |
UActorComponent Interface |
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void | OnUnregister () |
Called when a component is unregistered. |
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 | PostDuplicate
(
EDuplicateMode::Type DuplicateMode |
Called after duplication & serialization and before PostLoad. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | UObject interface | |
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void | PostLoad () |
UObject Interface |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
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uint32: 1 | bCastRaytracedShadow_DEPRECATED | Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). |
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float | Brightness_DEPRECATED |