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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- USkyAtmosphereComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SkyAtmosphereComponent.h |
Include | #include "Components/SkyAtmosphereComponent.h" |
Syntax
UCLASS (ClassGroup=Rendering, CollapseCategories,
HideCategories=(Object, Mobility, Activation, "Components|Activation"), EditInlineNew,
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USkyAtmosphereComponent : public USceneComponent
Remarks
A component that represents a planet atmosphere material and simulates sky and light scattering within it.
Variables
Type | Name | Description | |
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float | AerialPerspectiveStartDepth | The distance (kilometers) at which we start evaluating the aerial perspective. |
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float | AerialPespectiveViewDistanceScale | Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent). |
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float | AtmosphereHeight | The height of the atmosphere layer above the ground in kilometers. |
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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 | bIsAtmosphericFog | When true, this means that this SkyAtmosphere is use as replacement for the deprecated AtmosphericFogComponent as a parent class. |
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float | BottomRadius | The radius in kilometers from the center of the planet to the ground level. |
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uint8: 1 | bRenderInMainPass | If true, this component will be rendered in the main pass (basepass, transparency) |
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FColor | GroundAlbedo | The ground albedo that will tint the atmosphere when the sun light will bounce on it. |
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float | HeightFogContribution | Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true. |
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FLinearColor | MieAbsorption | The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer. |
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float | MieAbsorptionScale | Mie absorption coefficient scale. |
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float | MieAnisotropy | A value of 0 mean light is uniformly scattered. |
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float | MieExponentialDistribution | The altitude in kilometer at which Mie effects are reduced to 40%. |
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FLinearColor | MieScattering | The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer. |
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float | MieScatteringScale | Mie scattering coefficient scale. |
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float | MultiScatteringFactor | Factor applied to multiple scattering only (after the sun light has bounced around in the atmosphere at least once). |
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FLinearColor | OtherAbsorption | Absorption coefficients for another atmosphere layer. |
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float | OtherAbsorptionScale | Absorption coefficients for another atmosphere layer. |
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FTentDistribution | OtherTentDistribution | Represents the altitude based tent distribution of absorption particles in the atmosphere. |
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float | RayleighExponentialDistribution | The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%. |
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FLinearColor | RayleighScattering | The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer. |
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float | RayleighScatteringScale | Rayleigh scattering coefficient scale. |
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FLinearColor | SkyLuminanceFactor | Scales the luminance of pixels representing the sky. This will impact the captured sky light. |
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float | TraceSampleCountScale | Scale the atmosphere tracing sample count. |
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ESkyAtmosphereTransformMode | TransformMode | The ground albedo that will tint the atmosphere when the sun light will bounce on it. |
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float | TransmittanceMinLightElevationAngle | The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground. |
Constructors
Type | Name | Description | |
---|---|---|---|
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USkyAtmosphereComponent
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
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FLinearColor | GetAtmosphereTransmitanceOnGroundAtPlanetTop
(
UDirectionalLightComponent* DirectionalLight |
|
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void | GetOverrideLightStatus
(
bool* OverrideAtmosphericLight, |
|
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FVector | GetOverridenAtmosphereLightDirection
(
int32 AtmosphereLightIndex |
|
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FGuid | ||
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bool | IsAtmosphereLightDirectionOverriden
(
int32 AtmosphereLightIndex |
|
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void | OverrideAtmosphereLightDirection
(
int32 AtmosphereLightIndex, |
|
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void | ResetAtmosphereLightDirectionOverride
(
int32 AtmosphereLightIndex |
|
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void | SetAerialPespectiveViewDistanceScale
(
float NewValue |
|
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void | SetAtmosphereHeight
(
float NewValue |
|
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void | SetBottomRadius
(
float NewValue |
|
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void | SetGroundAlbedo
(
const FColor& NewValue |
|
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void | SetHeightFogContribution
(
float NewValue |
|
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void | SetHoldout
(
bool bNewHoldout |
|
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void | SetMieAbsorption
(
FLinearColor NewValue |
|
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void | SetMieAbsorptionScale
(
float NewValue |
|
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void | SetMieAnisotropy
(
float NewValue |
|
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void | SetMieExponentialDistribution
(
float NewValue |
|
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void | SetMieScattering
(
FLinearColor NewValue |
|
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void | SetMieScatteringScale
(
float NewValue |
|
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void | SetMultiScatteringFactor
(
float NewValue |
|
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void | SetOtherAbsorption
(
FLinearColor NewValue |
|
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void | SetOtherAbsorptionScale
(
float NewValue |
|
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void | This is used to position the SkyAtmosphere similarly to the deprecated AtmosphericFog component. | |
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void | SetRayleighExponentialDistribution
(
float NewValue |
|
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void | SetRayleighScattering
(
FLinearColor NewValue |
|
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void | SetRayleighScatteringScale
(
float NewValue |
|
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void | SetRenderInMainPass
(
bool bValue |
|
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void | SetSkyLuminanceFactor
(
FLinearColor NewValue |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | |
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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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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. |
See Also
https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html