Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- ULightComponentBase
- USkyLightComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SkyLightComponent.h |
Include | #include "Components/SkyLightComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=Lights,
HideCategories=(Trigger, Activation, "Components|Activation", Physics),
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USkyLightComponent : public ULightComponentBase
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
float | AverageBrightness | |
![]() ![]() ![]() ![]() |
bool | bCaptureEmissiveOnly | Only capture emissive materials. |
![]() ![]() ![]() ![]() |
uint32: 1 | bCloudAmbientOcclusion | Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not. |
![]() |
bool | bHasEverCaptured | |
![]() |
float | BlendDestinationAverageBrightness | |
![]() ![]() ![]() |
TObjectPtr< class UTextureCube > | BlendDestinationCubemap | |
![]() |
FSHVectorRGB3 | BlendDestinationIrradianceEnvironmentMap | |
![]() ![]() ![]() |
TRefCountPtr< FSkyTextureCubeResource > | BlendDestinationProcessedSkyTexture | |
![]() |
float | BlendFraction | If 0, no blend is present. |
![]() ![]() ![]() ![]() |
bool | bLowerHemisphereIsBlack | Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. |
![]() ![]() ![]() ![]() |
bool | bRealTimeCapture | When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. |
![]() |
bool | bSavedConstructionScriptValuesValid | Indicates whether the cached data stored in GetComponentInstanceData is valid to be applied in ApplyComponentInstanceData. |
![]() |
ESkyLightCaptureStatus | CaptureStatus | In an attempt to get valid lighting data as soon as possible in a level, we will always trigger a skylight capture at creation. |
![]() ![]() ![]() ![]() |
float | CloudAmbientOcclusionApertureScale | Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. |
![]() ![]() ![]() ![]() |
float | CloudAmbientOcclusionExtent | The world space radius of the cloud ambient occlusion map around the camera in kilometers. |
![]() ![]() ![]() ![]() |
float | CloudAmbientOcclusionMapResolutionScale | Scale the cloud ambient occlusion map resolution, base resolution is 512. |
![]() ![]() ![]() ![]() |
float | CloudAmbientOcclusionStrength | The strength of the ambient occlusion, higher value will block more light. |
![]() ![]() ![]() ![]() |
float | Contrast | Contrast S-curve applied to the computed AO. |
![]() ![]() ![]() ![]() |
TObjectPtr< class UTextureCube > | Cubemap | Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap. |
![]() ![]() ![]() ![]() |
int32 | CubemapResolution | Maximum resolution for the very top processed cubemap mip. Must be a power of 2. |
![]() |
FSHVectorRGB3 | IrradianceEnvironmentMap | |
![]() |
FRenderCommandFence | IrradianceMapFence | Tracks when the rendering thread has completed its writes to IrradianceEnvironmentMap. |
![]() ![]() ![]() ![]() |
FLinearColor | LowerHemisphereColor | |
![]() ![]() ![]() ![]() |
float | MinOcclusion | Controls the darkest that a fully occluded area can get. |
![]() ![]() ![]() ![]() |
TEnumAsByte< enum EOcclusionCombineMode > | OcclusionCombineMode | Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion. |
![]() ![]() ![]() ![]() |
float | OcclusionExponent | Exponent applied to the computed AO. |
![]() ![]() ![]() ![]() |
float | OcclusionMaxDistance | Max distance that the occlusion of one point will affect another. |
![]() ![]() ![]() ![]() |
FColor | OcclusionTint | Tint color on occluded areas, artistic control. |
![]() |
int32 | PreEditCubemapResolution | Shadow copy saved before effects of PostEditChange() to provide option to roll back edit. |
![]() |
TRefCountPtr< FSkyTextureCubeResource > | ProcessedSkyTexture | |
![]() |
FRenderCommandFence | ReleaseResourcesFence | Fence used to track progress of releasing resources on the rendering thread. |
![]() |
FSkyLightSceneProxy * | SceneProxy | |
![]() |
float | SecondsSinceLastCapture | |
![]() ![]() ![]() ![]() |
float | SkyDistanceThreshold | Distance from the sky light at which any geometry should be treated as part of the sky. |
![]() ![]() ![]() ![]() |
float | SourceCubemapAngle | Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap. |
![]() ![]() ![]() ![]() |
TEnumAsByte< enum ESkyLightSourceType > | SourceType | Indicates where to get the light contribution from. |
![]() |
FLinearColor | SpecifiedCubemapColorScale |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
USkyLightComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | ApplyComponentInstanceData
(
FPrecomputedSkyLightInstanceData* ComponentInstanceData |
|
![]() ![]() |
void | CaptureEmissiveRadianceEnvironmentCubeMap
(
FSHVectorRGB3& OutIrradianceMap, |
Computes a radiance map using only emissive contribution from the sky light. |
![]() ![]() |
FSkyLightSceneProxy * | ||
![]() |
FSHVectorRGB3 | ||
![]() ![]() |
const FTexture * | ||
![]() ![]() |
bool | Whether sky occlusion is supported by current feature level | |
![]() ![]() |
bool | ||
![]() ![]() ![]() |
void | RecaptureSky () |
Recaptures the scene for the skylight. |
![]() |
void | ||
![]() |
void | ||
![]() |
void | Indicates that the capture needs to recapture the scene, adds it to the recapture queue. | |
![]() ![]() ![]() |
void | SetCubemap
(
UTextureCube* NewCubemap |
Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick. |
![]() ![]() ![]() |
void | SetCubemapBlend
(
UTextureCube* SourceCubemap, |
Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. |
![]() ![]() ![]() |
void | SetIndirectLightingIntensity
(
float NewIntensity |
|
![]() ![]() ![]() |
void | SetIntensity
(
float NewIntensity |
Set brightness of the light |
![]() ![]() ![]() |
void | SetLightColor
(
FLinearColor NewLightColor |
Set color of the light |
![]() ![]() ![]() |
void | SetLowerHemisphereColor
(
const FLinearColor& InLowerHemisphereColor |
|
![]() ![]() ![]() |
void | SetMinOcclusion
(
float InMinOcclusion |
|
![]() ![]() ![]() |
void | SetOcclusionContrast
(
float InOcclusionContrast |
|
![]() ![]() ![]() |
void | SetOcclusionExponent
(
float InOcclusionExponent |
|
![]() ![]() ![]() |
void | SetOcclusionTint
(
const FColor& InTint |
|
![]() |
void | SetRealTimeCaptureEnabled
(
bool bNewRealTimeCaptureEnabled |
|
![]() ![]() ![]() |
void | SetSourceCubemapAngle
(
float NewValue |
Sets the angle of the cubemap used when SourceType is set to SpecifiedCubemap and it is non static. |
![]() ![]() ![]() |
void | SetVolumetricScatteringIntensity
(
float NewIntensity |
|
![]() |
void | Fast path for updating light properties that doesn't require a re-register, Which would otherwise cause the scene's static draw lists to be recreated. | |
![]() |
void | ||
![]() ![]() |
void | UpdateSkyCaptureContents
(
UWorld* WorldToUpdate |
Called each tick to recapture and queued sky captures. |
![]() ![]() |
void | UpdateSkyCaptureContentsArray
(
UWorld* WorldToUpdate, |
Overridden from USceneComponent
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Overridable internal function to respond to changes in the visibility of the component. |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
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. | |
![]() ![]() |
void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
![]() ![]() |
void | Used to shut down any rendering thread structure for this component | |
![]() ![]() ![]() |
TStructOnScope< FActorComponentInstanceData > | Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | |
![]() ![]() |
void | Called to send a transform update for this component to the rendering thread |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | BeginDestroy () |
Called before destroying the object. |
![]() ![]() ![]() |
bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
![]() ![]() |
bool | Called to check if the object is ready for FinishDestroy. | |
![]() ![]() |
void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
![]() ![]() |
void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
![]() ![]() |
void | PostLoad () |
UObject Interface |
![]() ![]() |
void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
![]() ![]() |
void | Handles reading, writing, and reference collecting using FArchive. |
Constants
Name | Description |
---|---|
SkyCapturesToUpdate | List of sky captures that need to be recaptured. |
SkyCapturesToUpdateBlendDestinations | |
SkyCapturesToUpdateLock |