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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SceneTypes.h |
Include | #include "SceneTypes.h" |
Syntax
enum ELightComponentType
{
LightType_Directional = LIGHT_TYPE_DIRECTIONAL,
LightType_Point = LIGHT_TYPE_POINT,
LightType_Spot = LIGHT_TYPE_SPOT,
LightType_Rect = LIGHT_TYPE_RECT,
LightType_MAX = LIGHT_TYPE_MAX,
LightType_NumBits = 2,
}
Values
Name | Description |
---|---|
LightType_Directional | |
LightType_Point | |
LightType_Spot | |
LightType_Rect | |
LightType_MAX | |
LightType_NumBits |
Remarks
Different light component types. The enum uses values defined in a shared header with shader code so that the two sides are always consistent.