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| Name | ULightComponentBase |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/LightComponentBase.h |
| Include Path | #include "Components/LightComponentBase.h" |
Syntax
UCLASS (Abstract, HideCategories=(Trigger, Activation, "Components|Activation", Physics),
ShowCategories=(Mobility), MinimalAPI)
class ULightComponentBase : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → ULightComponentBase
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULightComponentBase
(
const FObjectInitializer& ObjectInitializer |
Components/LightComponentBase.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectGlobalIllumination | uint32 | Whether the light affects global illumination, when ray-traced global illumination is enabled. | Components/LightComponentBase.h |
|
| bAffectReflection | uint32 | Whether the light affects objects in reflections, when ray-traced reflection is enabled. | Components/LightComponentBase.h |
|
| bAffectsWorld | uint32 | Whether the light can affect the world, or whether it is disabled. | Components/LightComponentBase.h |
|
| bAffectTranslucentLighting | uint32 | Whether the light affects translucency or not. | Components/LightComponentBase.h |
|
| bCastDeepShadow | uint32 | Whether the light should cast high quality hair-strands self-shadowing. | Components/LightComponentBase.h |
|
| bCastVolumetricShadow | uint32 | Whether the light shadows volumetric fog. Disabling this can save GPU time. | Components/LightComponentBase.h |
|
| bTransmission | uint32 | Whether light from this light transmits through surfaces with subsurface scattering profiles. | Components/LightComponentBase.h |
|
| CastDynamicShadows | uint32 | Whether the light should cast shadows from dynamic objects. | Components/LightComponentBase.h |
|
| CastRaytracedShadow | TEnumAsByte< ECastRayTracedShadow::Type > | Components/LightComponentBase.h |
|
|
| CastShadows | uint32 | Whether the light should cast any shadows. | Components/LightComponentBase.h |
|
| CastStaticShadows | uint32 | Whether the light should cast shadows from static objects. | Components/LightComponentBase.h |
|
| DeepShadowLayerDistribution | float | Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details). | Components/LightComponentBase.h |
|
| DynamicEditorTexture | TObjectPtr< UTexture2D > | Sprite for dynamic light in the editor. | Components/LightComponentBase.h |
|
| DynamicEditorTextureScale | float | Sprite scaling for dynamic light in the editor. | Components/LightComponentBase.h |
|
| IndirectLightingIntensity | float | Scales the indirect lighting contribution from this light. | Components/LightComponentBase.h |
|
| Intensity | float | Total energy that the light emits. | Components/LightComponentBase.h |
|
| LightColor | FColor | Filter color of the light. Note that this can change the light's effective intensity. | Components/LightComponentBase.h |
|
| LightGuid | FGuid | Components/LightComponentBase.h | ||
| OriginalLightGuid | FGuid | GUID used to associate a light component with precomputed shadowing information across levels. | Components/LightComponentBase.h | |
| SamplesPerPixel | int | Samples per pixel for ray tracing | Components/LightComponentBase.h |
|
| StaticEditorTexture | TObjectPtr< UTexture2D > | Sprite for static light in the editor. | Components/LightComponentBase.h |
|
| StaticEditorTextureScale | float | Sprite scaling for static light in the editor. | Components/LightComponentBase.h |
|
| VolumetricScatteringIntensity | float | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. | Components/LightComponentBase.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTexture2D * GetEditorSprite() |
Components/LightComponentBase.h | ||
float GetEditorSpriteScale() |
Components/LightComponentBase.h | ||
FLinearColor GetLightColor() |
Gets the light color as a linear color | Components/LightComponentBase.h |
|
bool HasStaticLighting () |
Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. | Components/LightComponentBase.h | |
bool HasStaticShadowing () |
Whether the light has static direct shadowing. | Components/LightComponentBase.h | |
bool IsMovable() |
Returns true if the light's Mobility is set to Movable | Components/LightComponentBase.h | |
void SetAffectGlobalIllumination
(
bool bNewValue |
Components/LightComponentBase.h |
|
|
void SetAffectReflection
(
bool bNewValue |
Components/LightComponentBase.h |
|
|
void SetCastDeepShadow
(
bool bNewValue |
Components/LightComponentBase.h |
|
|
void SetCastRaytracedShadow
(
bool bNewValue |
Components/LightComponentBase.h |
|
|
void SetCastRaytracedShadows
(
ECastRayTracedShadow::Type bNewValue |
Components/LightComponentBase.h |
|
|
void SetCastShadows
(
bool bNewValue |
Sets whether this light casts shadows | Components/LightComponentBase.h |
|
void SetCastVolumetricShadow
(
bool bNewValue |
Components/LightComponentBase.h |
|
|
void SetSamplesPerPixel
(
int NewValue |
Components/LightComponentBase.h |
|
|
virtual void UpdateLightGUIDs() |
Update/reset light GUIDs. | Components/LightComponentBase.h | |
virtual void UpdateLightSpriteTexture() |
Update the texture used on the editor sprite | Components/LightComponentBase.h | |
void ValidateLightGUIDs() |
Validate light GUIDs and resets as appropriate.Validates light GUIDs and resets as appropriate. | Components/LightComponentBase.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds GetPlacementExtent() |
Get the extent used when placing this component in the editor, used for 'pulling back' hit. | Components/LightComponentBase.h | |
virtual bool ShouldCollideWhenPlacing() |
We return a small bounds to allow us to non-interpenetrates when placing lights in the level. | Components/LightComponentBase.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegister() |
UActorComponent Interface | Components/LightComponentBase.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/LightComponentBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/LightComponentBase.h | ||
virtual void PostDuplicate
(
EDuplicateMode::Type DuplicateMode |
Called after duplication & serialization and before PostLoad. | Components/LightComponentBase.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/LightComponentBase.h | ||
virtual void PostEditImport () |
UObject interface | Components/LightComponentBase.h | |
virtual void PostLoad() |
UObject Interface | Components/LightComponentBase.h | |
virtual void Serialize
(
FArchive& Ar |
Components/LightComponentBase.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastRaytracedShadow_DEPRECATED | uint32 | Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). | Components/LightComponentBase.h | |
| Brightness_DEPRECATED | float | Components/LightComponentBase.h |