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| Name | USkyLightComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkyLightComponent.h |
| Include Path | #include "Components/SkyLightComponent.h" |
Syntax
UCLASS (Blueprintable, ClassGroup=Lights,
HideCategories=(Trigger, Activation, "Components|Activation", Physics),
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USkyLightComponent : public ULightComponentBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → ULightComponentBase → USkyLightComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkyLightComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SkyLightComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SkyCapturesToUpdate | TArray< USkyLightComponent * > | List of sky captures that need to be recaptured. | Components/SkyLightComponent.h |
| SkyCapturesToUpdateBlendDestinations | TArray< USkyLightComponent * > | Components/SkyLightComponent.h | |
| SkyCapturesToUpdateLock | FTransactionallySafeCriticalSection | Components/SkyLightComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCaptureEmissiveOnly | bool | Only capture emissive materials. | Components/SkyLightComponent.h |
|
| bCloudAmbientOcclusion | uint32 | Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not. | Components/SkyLightComponent.h |
|
| bLowerHemisphereIsBlack | bool | Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. | Components/SkyLightComponent.h |
|
| bRealTimeCapture | bool | When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. | Components/SkyLightComponent.h |
|
| CloudAmbientOcclusionApertureScale | float | Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. | Components/SkyLightComponent.h |
|
| CloudAmbientOcclusionExtent | float | The world space radius of the cloud ambient occlusion map around the camera in kilometers. | Components/SkyLightComponent.h |
|
| CloudAmbientOcclusionMapResolutionScale | float | Scale the cloud ambient occlusion map resolution, base resolution is 512. | Components/SkyLightComponent.h |
|
| CloudAmbientOcclusionStrength | float | The strength of the ambient occlusion, higher value will block more light. | Components/SkyLightComponent.h |
|
| Contrast | float | Contrast S-curve applied to the computed AO. | Components/SkyLightComponent.h |
|
| Cubemap | TObjectPtr< class UTextureCube > | Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap. | Components/SkyLightComponent.h |
|
| CubemapResolution | int32 | Maximum resolution for the very top processed cubemap mip. Must be a power of 2. | Components/SkyLightComponent.h |
|
| LowerHemisphereColor | FLinearColor | Components/SkyLightComponent.h |
|
|
| MinOcclusion | float | Controls the darkest that a fully occluded area can get. | Components/SkyLightComponent.h |
|
| OcclusionCombineMode | TEnumAsByte< enum EOcclusionCombineMode > | Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion. | Components/SkyLightComponent.h |
|
| OcclusionExponent | float | Exponent applied to the computed AO. | Components/SkyLightComponent.h |
|
| OcclusionMaxDistance | float | Max distance that the occlusion of one point will affect another. | Components/SkyLightComponent.h |
|
| OcclusionTint | FColor | Tint color on occluded areas, artistic control. | Components/SkyLightComponent.h |
|
| SkyDistanceThreshold | float | Distance from the sky light at which any geometry should be treated as part of the sky. | Components/SkyLightComponent.h |
|
| SourceCubemapAngle | float | Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap. | Components/SkyLightComponent.h |
|
| SourceType | TEnumAsByte< enum ESkyLightSourceType > | Indicates where to get the light contribution from. | Components/SkyLightComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyComponentInstanceData
(
FPrecomputedSkyLightInstanceData* ComponentInstanceData |
Components/SkyLightComponent.h | ||
void CaptureEmissiveRadianceEnvironmentCubeMap
(
FSHVectorRGB3& OutIrradianceMap, |
Computes a radiance map using only emissive contribution from the sky light. | Components/SkyLightComponent.h | |
FSkyLightSceneProxy * CreateSceneProxy() |
Components/SkyLightComponent.h | ||
FSHVectorRGB3 GetIrradianceEnvironmentMap() |
Components/SkyLightComponent.h | ||
const FTexture * GetProcessedSkyTexture() |
Components/SkyLightComponent.h | ||
bool IsOcclusionSupported() |
Whether sky occlusion is supported by current feature level | Components/SkyLightComponent.h | |
bool IsRealTimeCaptureEnabled() |
Components/SkyLightComponent.h | ||
void RecaptureSky () |
Recaptures the scene for the skylight. | Components/SkyLightComponent.h |
|
void SanitizeCubemapSize() |
Components/SkyLightComponent.h | ||
void SetBlendDestinationCaptureIsDirty() |
Components/SkyLightComponent.h | ||
void SetCaptureIsDirty() |
Indicates that the capture needs to recapture the scene, adds it to the recapture queue. | Components/SkyLightComponent.h | |
void SetCubemap
(
UTextureCube* NewCubemap |
Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick. | Components/SkyLightComponent.h |
|
void SetCubemapBlend
(
UTextureCube* SourceCubemap, |
Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. | Components/SkyLightComponent.h |
|
void SetIndirectLightingIntensity
(
float NewIntensity |
Components/SkyLightComponent.h |
|
|
void SetIntensity
(
float NewIntensity |
Set brightness of the light | Components/SkyLightComponent.h |
|
void SetLightColor
(
FLinearColor NewLightColor |
Set color of the light | Components/SkyLightComponent.h |
|
void SetLowerHemisphereColor
(
const FLinearColor& InLowerHemisphereColor |
Components/SkyLightComponent.h |
|
|
void SetMinOcclusion
(
float InMinOcclusion |
Components/SkyLightComponent.h |
|
|
void SetOcclusionContrast
(
float InOcclusionContrast |
Components/SkyLightComponent.h |
|
|
void SetOcclusionExponent
(
float InOcclusionExponent |
Components/SkyLightComponent.h |
|
|
void SetOcclusionTint
(
const FColor& InTint |
Components/SkyLightComponent.h |
|
|
void SetRealTimeCapture
(
bool bInRealTimeCapture |
Components/SkyLightComponent.h |
|
|
void SetRealTimeCaptureEnabled
(
bool bNewRealTimeCaptureEnabled |
Components/SkyLightComponent.h | ||
void SetSourceCubemapAngle
(
float NewValue |
Sets the angle of the cubemap used when SourceType is set to SpecifiedCubemap and it is non static. | Components/SkyLightComponent.h |
|
void SetVolumetricScatteringIntensity
(
float NewIntensity |
Components/SkyLightComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForErrors () |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. | Components/SkyLightComponent.h | |
virtual TStructOnScope< FActorComponentInstanceData > GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation | Components/SkyLightComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/SkyLightComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/SkyLightComponent.h | ||
virtual bool IsReadyForFinishDestroy() |
Components/SkyLightComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SkyLightComponent.h | ||
virtual void PostInitProperties() |
Components/SkyLightComponent.h | ||
virtual void PostLoad() |
UObject Interface | Components/SkyLightComponent.h | |
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Components/SkyLightComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SkyLightComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateLimitedRenderingStateFast() |
Fast path for updating light properties that doesn't require a re-register, Which would otherwise cause the scene's static draw lists to be recreated. | Components/SkyLightComponent.h | |
void UpdateOcclusionRenderingStateFast() |
Components/SkyLightComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnVisibilityChanged() |
Overridable internal function to respond to changes in the visibility of the component. | Components/SkyLightComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/SkyLightComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/SkyLightComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/SkyLightComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void UpdateSkyCaptureContents
(
UWorld* WorldToUpdate |
Called each tick to recapture and queued sky captures. | Components/SkyLightComponent.h | |
static void UpdateSkyCaptureContentsArray
(
UWorld* WorldToUpdate, |
Components/SkyLightComponent.h |