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A light component which emits light from a single point equally in all directions.
| Name | UPointLightComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/PointLightComponent.h |
| Include Path | #include "Components/PointLightComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=(Lights, Common), HideCategories=(Object, LightShafts),
EditInlineNew, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UPointLightComponent : public ULocalLightComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → ULightComponentBase → ULightComponent → ULocalLightComponent → UPointLightComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPointLightComponent
(
const FObjectInitializer& ObjectInitializer |
Components/PointLightComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseInverseSquaredFalloff | uint32 | Whether to use physically based inverse squared distance falloff, where AttenuationRadius is only clamping the light's contribution. | Components/PointLightComponent.h |
|
| LightFalloffExponent | float | Controls the radial falloff of the light when UseInverseSquaredFalloff is disabled. | Components/PointLightComponent.h |
|
| SoftSourceRadius | float | Soft radius of light source shape. | Components/PointLightComponent.h |
|
| SourceLength | float | Length of light source shape. | Components/PointLightComponent.h |
|
| SourceRadius | float | Radius of light source shape. | Components/PointLightComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetInverseExposureBlend
(
float NewInverseExposureBlend |
Components/PointLightComponent.h |
|
|
void SetLightFalloffExponent
(
float NewLightFalloffExponent |
Components/PointLightComponent.h |
|
|
void SetSoftSourceRadius
(
float bNewValue |
Components/PointLightComponent.h |
|
|
void SetSourceLength
(
float NewValue |
Components/PointLightComponent.h |
|
|
void SetSourceRadius
(
float bNewValue |
Components/PointLightComponent.h |
|
|
void SetUseInverseSquaredFalloff
(
bool bNewValue |
Components/PointLightComponent.h |
|
Overridden from ULightComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float ComputeLightBrightness() |
Compute current light brightness based on whether there is a valid IES profile texture attached, and whether IES brightness is enabled | Components/PointLightComponent.h | |
virtual FLightSceneProxy * CreateSceneProxy() |
Components/PointLightComponent.h | ||
virtual ELightComponentType GetLightType() |
Components/PointLightComponent.h | ||
virtual float GetUniformPenumbraSize() |
Components/PointLightComponent.h | ||
virtual void SetLightBrightness
(
float InBrightness |
Set the Intensity using the brightness. The unit of brightness depends on the light type. | Components/PointLightComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/PointLightComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called after property has changed via e.g. property window or set command. | Components/PointLightComponent.h | |
virtual void Serialize
(
FArchive& Ar |
Components/PointLightComponent.h |