unreal.LightComponentBase
¶
- class unreal.LightComponentBase(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Light Component Base
C++ Source:
Module: Engine
File: LightComponentBase.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentaffect_global_illumination
(bool): [Read-Write] Whether the light affects global illumination, when ray-traced global illumination is enabled.affect_reflection
(bool): [Read-Write] Whether the light affects objects in reflections, when ray-traced reflection is enabled.affect_translucent_lighting
(bool): [Read-Write] Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.affects_world
(bool): [Read-Write] Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcast_deep_shadow
(bool): [Read-Write] Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.cast_dynamic_shadows
(bool): [Read-Write] Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.cast_raytraced_shadow
(bool): [Read-Write] Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).cast_shadows
(bool): [Read-Write] Whether the light should cast any shadows.cast_static_shadows
(bool): [Read-Write] Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.cast_volumetric_shadow
(bool): [Read-Write] Whether the light shadows volumetric fog. Disabling this can save GPU time.component_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.deep_shadow_layer_distribution
(float): [Read-Write] Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.indirect_lighting_intensity
(float): [Read-Write] Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.intensity
(float): [Read-Write] Total energy that the light emits.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslight_color
(Color): [Read-Write] Filter color of the light. Note that this can change the light’s effective intensity.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!samples_per_pixel
(int32): [Read-Write] Samples per pixel for ray tracingshould_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()transmission
(bool): [Read-Write] Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.volumetric_scattering_intensity
(float): [Read-Write] Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
- property affect_global_illumination¶
[Read-Only] Whether the light affects global illumination, when ray-traced global illumination is enabled.
- Type
(bool)
- property affect_reflection¶
[Read-Only] Whether the light affects objects in reflections, when ray-traced reflection is enabled.
- Type
(bool)
- property affect_translucent_lighting¶
[Read-Only] Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
- Type
(bool)
- property affects_world¶
[Read-Only] Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
- Type
(bool)
- property brightness¶
‘brightness’ was renamed to ‘intensity’.
- Type
deprecated
- property cast_deep_shadow¶
[Read-Only] Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
- Type
(bool)
- property cast_dynamic_shadows¶
[Read-Only] Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
- Type
(bool)
- property cast_raytraced_shadow¶
[Read-Only] Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).
- Type
(bool)
- property cast_static_shadows¶
[Read-Only] Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
- Type
(bool)
- property cast_volumetric_shadow¶
[Read-Only] Whether the light shadows volumetric fog. Disabling this can save GPU time.
- Type
(bool)
- property deep_shadow_layer_distribution¶
linear distribution (uniform layer distribution), 1:exponential (more details on near small details).
- Type
(float)
- Type
[Read-Only] Change the deep shadow layers distribution 0
- get_light_color() → LinearColor¶
Gets the light color as a linear color
- Returns
- Return type
- property indirect_lighting_intensity¶
[Read-Only] Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.
- Type
(float)
- property light_color¶
[Read-Only] Filter color of the light. Note that this can change the light’s effective intensity.
- Type
(Color)
- property samples_per_pixel¶
[Read-Only] Samples per pixel for ray tracing
- Type
(int32)
- set_affect_global_illumination(new_value) → None¶
Set Affect Global Illumination
- Parameters
new_value (bool) –
- set_cast_raytraced_shadow(new_value) → None¶
Set Cast Raytraced Shadow
- Parameters
new_value (bool) –
- set_cast_shadows(new_value) → None¶
Sets whether this light casts shadows
- Parameters
new_value (bool) –
- set_cast_volumetric_shadow(new_value) → None¶
Set Cast Volumetric Shadow
- Parameters
new_value (bool) –