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API > API/Runtime > API/Runtime/Engine > API/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 | SetRealTimeCapture
(
bool bInRealTimeCapture |
||
| 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 |