unreal.LightComponentBase

class unreal.LightComponentBase(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: 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] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • affect_global_illumination (bool): [Read-Write] Affect Global Illumination: Whether the light affects global illumination, when ray-traced global illumination is enabled.

  • affect_reflection (bool): [Read-Write] Affect Reflection: Whether the light affects objects in reflections, when ray-traced reflection is enabled.

  • affect_translucent_lighting (bool): [Read-Write] Affect Translucent Lighting: Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.

  • affects_world (bool): [Read-Write] Affects World: 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] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • cast_deep_shadow (bool): [Read-Write] Cast Deep Shadow: 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] Cast Dynamic Shadows: Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.

  • cast_raytraced_shadow (CastRayTracedShadow): [Read-Write] Cast Raytraced Shadow

  • cast_shadows (bool): [Read-Write] Cast Shadows: Whether the light should cast any shadows.

  • cast_static_shadows (bool): [Read-Write] Cast Static Shadows: Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.

  • cast_volumetric_shadow (bool): [Read-Write] Cast Volumetric Shadow: Whether the light shadows volumetric fog. Disabling this can save GPU time.

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • deep_shadow_layer_distribution (float): [Read-Write] Deep Shadow Layer Distribution: 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] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • indirect_lighting_intensity (float): [Read-Write] Indirect Lighting Intensity: 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] Intensity: Total energy that the light emits.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • light_color (Color): [Read-Write] Light Color: Filter color of the light. Note that this can change the light’s effective intensity.

  • mobility (ComponentMobility): [Read-Write] Mobility: 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] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: 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: Samples per pixel for ray tracing

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • transmission (bool): [Read-Write] Transmission: Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: 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] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • volumetric_scattering_intensity (float): [Read-Write] Volumetric Scattering Intensity: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.

property affect_global_illumination: bool

[Read-Only] Affect Global Illumination: Whether the light affects global illumination, when ray-traced global illumination is enabled.

Type:

(bool)

property affect_reflection: bool

[Read-Only] Affect Reflection: Whether the light affects objects in reflections, when ray-traced reflection is enabled.

Type:

(bool)

property affect_translucent_lighting: bool

[Read-Only] Affect Translucent Lighting: Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.

Type:

(bool)

property affects_world: bool

[Read-Only] Affects World: 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: float

‘brightness’ was renamed to ‘intensity’.

Type:

deprecated

property cast_deep_shadow: bool

[Read-Only] Cast Deep Shadow: 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: bool

[Read-Only] Cast Dynamic Shadows: Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.

Type:

(bool)

property cast_raytraced_shadow: CastRayTracedShadow

[Read-Only] Cast Raytraced Shadow

Type:

(CastRayTracedShadow)

property cast_shadows: bool

[Read-Only] Cast Shadows: Whether the light should cast any shadows.

Type:

(bool)

property cast_static_shadows: bool

[Read-Only] Cast Static Shadows: Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.

Type:

(bool)

property cast_volumetric_shadow: bool

[Read-Only] Cast Volumetric Shadow: Whether the light shadows volumetric fog. Disabling this can save GPU time.

Type:

(bool)

property deep_shadow_layer_distribution: float

[Read-Only] Deep Shadow Layer Distribution: Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).

Type:

(float)

get_light_color() LinearColor

Gets the light color as a linear color

Return type:

LinearColor

property indirect_lighting_intensity: float

[Read-Only] Indirect Lighting Intensity: Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.

Type:

(float)

property intensity: float

[Read-Only] Intensity: Total energy that the light emits.

Type:

(float)

property light_color: Color

[Read-Only] Light Color: Filter color of the light. Note that this can change the light’s effective intensity.

Type:

(Color)

property samples_per_pixel: int

[Read-Only] Samples Per Pixel: Samples per pixel for ray tracing

Type:

(int32)

set_affect_global_illumination(new_value) None

Set Affect Global Illumination

Parameters:

new_value (bool) –

set_affect_reflection(new_value) None

Set Affect Reflection

Parameters:

new_value (bool) –

set_cast_deep_shadow(new_value) None

Set Cast Deep Shadow

Parameters:

new_value (bool) –

set_cast_raytraced_shadow(new_value) None

Set Cast Raytraced Shadow deprecated: ULightComponentBase::SetCastRaytracedShadow is deprecated. Use ULightComponentBase::SetCastRaytracedShadows instead.

Parameters:

new_value (bool) –

set_cast_raytraced_shadows(new_value) None

Set Cast Raytraced Shadows

Parameters:

new_value (CastRayTracedShadow) –

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) –

set_samples_per_pixel(new_value) None

Set Samples Per Pixel

Parameters:

new_value (int32) –

property transmission: bool

[Read-Only] Transmission: Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.

Type:

(bool)

property volumetric_scattering_intensity: float

[Read-Only] Volumetric Scattering Intensity: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.

Type:

(float)