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Unreal Engine C++ API Reference > Runtime > Engine > Particles > Light
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UParticleModule
- UParticleModuleLightBase
- UParticleModuleLight
- UParticleModuleLight_Seeded
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/Light/ParticleModuleLight.h |
Include | #include "Particles/Light/ParticleModuleLight.h" |
Syntax
class UParticleModuleLight : public UParticleModuleLightBase
Variables
Type | Name | Description | |
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bool | bAffectsTranslucency | Whether lights from this module should affect translucency. |
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bool | bHighQualityLights | Converts the particle lights into high quality lights as if they came from a PointLightComponent. |
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uint32: 1 | bOverrideInverseExposureBlend | When enabled we will override the project default setting with our local setting. |
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bool | bPreviewLightRadius | Will draw wireframe spheres to preview the light radius if enabled. |
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FRawDistributionFloat | BrightnessOverLife | Brightness scale for the light, which can be setup as a curve over the particle's lifetime. |
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bool | bShadowCastingLights | Whether to cast shadows from the particle lights. |
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bool | bUseInverseSquaredFalloff | Whether to use physically based inverse squared falloff from the light. |
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FRawDistributionVector | ColorScaleOverLife | Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime. |
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float | InverseExposureBlend | Blend Factor used to blend between Intensity and Intensity/Exposure. |
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FRawDistributionFloat | LightExponent | Provides the light's exponent when inverse squared falloff is disabled. |
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FLightingChannels | LightingChannels | Channels that this light should affect. |
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FRawDistributionFloat | RadiusScale | Scales the particle's radius, to calculate the light's radius. |
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float | SpawnFraction | Fraction of particles in this emitter to create lights on. |
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float | VolumetricScatteringIntensity | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UParticleModuleLight
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Initializes the default values for this property | |
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void | SpawnEx
(
FParticleEmitterInstance* Owner, |
Overridden from UParticleModule
Type | Name | Description | |
---|---|---|---|
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bool | Return false if this emitter requires a game thread tick | |
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EModuleType | Retrieve the ModuleType of this module. | |
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void | Render3DPreview
(
FParticleEmitterInstance* Owner, |
Render the modules 3D visualization helper primitive. |
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uint32 | RequiredBytes
(
UParticleModuleTypeDataBase* TypeData |
Returns the number of bytes that the module requires in the particle payload block. |
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void | SetToSensibleDefaults
(
UParticleEmitter* Owner |
For Cascade. |
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void | Spawn
(
FParticleEmitterInstance* Owner, |
Called on a particle that is freshly spawned by the emitter. |
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void | Update
(
FParticleEmitterInstance* Owner, |
Called on a particle that is being updated by its emitter. |
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 | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |