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