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| Name | UParticleModuleLight |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/Light/ParticleModuleLight.h |
| Include Path | #include "Particles/Light/ParticleModuleLight.h" |
Syntax
UCLASS (EditInlineNew, HideCategories=Object, MinimalAPI, Meta=(DisplayName="Light"))
class UParticleModuleLight : public UParticleModuleLightBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UParticleModule → UParticleModuleLightBase → UParticleModuleLight
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UParticleModuleLight
(
const FObjectInitializer& ObjectInitializer |
Particles/Light/ParticleModuleLight.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectsTranslucency | bool | Whether lights from this module should affect translucency. | Particles/Light/ParticleModuleLight.h |
|
| bHighQualityLights | bool | Converts the particle lights into high quality lights as if they came from a PointLightComponent. | Particles/Light/ParticleModuleLight.h |
|
| bOverrideInverseExposureBlend | uint32 | When enabled we will override the project default setting with our local setting. | Particles/Light/ParticleModuleLight.h |
|
| bPreviewLightRadius | bool | Will draw wireframe spheres to preview the light radius if enabled. | Particles/Light/ParticleModuleLight.h |
|
| BrightnessOverLife | FRawDistributionFloat | Brightness scale for the light, which can be setup as a curve over the particle's lifetime. | Particles/Light/ParticleModuleLight.h |
|
| bShadowCastingLights | bool | Whether to cast shadows from the particle lights. | Particles/Light/ParticleModuleLight.h |
|
| bUseInverseSquaredFalloff | bool | Whether to use physically based inverse squared falloff from the light. | Particles/Light/ParticleModuleLight.h |
|
| ColorScaleOverLife | FRawDistributionVector | 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. | Particles/Light/ParticleModuleLight.h |
|
| InverseExposureBlend | float | Blend Factor used to blend between Intensity and Intensity/Exposure. | Particles/Light/ParticleModuleLight.h |
|
| LightExponent | FRawDistributionFloat | Provides the light's exponent when inverse squared falloff is disabled. | Particles/Light/ParticleModuleLight.h |
|
| LightingChannels | FLightingChannels | Channels that this light should affect. | Particles/Light/ParticleModuleLight.h |
|
| RadiusScale | FRawDistributionFloat | Scales the particle's radius, to calculate the light's radius. | Particles/Light/ParticleModuleLight.h |
|
| SpawnFraction | float | Fraction of particles in this emitter to create lights on. | Particles/Light/ParticleModuleLight.h |
|
| VolumetricScatteringIntensity | float | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor. | Particles/Light/ParticleModuleLight.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitializeDefaults() |
Initializes the default values for this property | Particles/Light/ParticleModuleLight.h | |
void SpawnEx
(
const FSpawnContext& Context, |
Particles/Light/ParticleModuleLight.h |
Overridden from UParticleModule
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanTickInAnyThread() |
Return false if this emitter requires a game thread tick | Particles/Light/ParticleModuleLight.h | |
virtual EModuleType GetModuleType() |
Retrieve the ModuleType of this module. | Particles/Light/ParticleModuleLight.h | |
virtual void Render3DPreview
(
const FPreviewContext& Context |
Particles/Light/ParticleModuleLight.h | ||
virtual uint32 RequiredBytes
(
UParticleModuleTypeDataBase* TypeData |
Returns the number of bytes that the module requires in the particle payload block. | Particles/Light/ParticleModuleLight.h | |
virtual void SetToSensibleDefaults
(
UParticleEmitter* Owner |
For Cascade. | Particles/Light/ParticleModuleLight.h | |
virtual void Spawn
(
const FSpawnContext& Context |
Particles/Light/ParticleModuleLight.h | ||
virtual void Update
(
const FUpdateContext& Context |
Particles/Light/ParticleModuleLight.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Particles/Light/ParticleModuleLight.h | ||
virtual void PostInitProperties() |
Particles/Light/ParticleModuleLight.h |