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API > API/Plugins > API/Plugins/CelestialVault
| Name | ACelestialVaultDaySequenceActor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/CelestialVault/Source/CelestialVault/Public/CelestialVaultDaySequenceActor.h |
| Include Path | #include "CelestialVaultDaySequenceActor.h" |
Syntax
UCLASS (Blueprintable, HideCategories=(Tags, Networking, LevelInstance))
class ACelestialVaultDaySequenceActor : public ADaySequenceActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → ADaySequenceActor → ACelestialVaultDaySequenceActor
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ACelestialVaultDaySequenceActor
(
const FObjectInitializer& Init |
CelestialVaultDaySequenceActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdjustSkyAtmosphereFadeMaxAltitude | float | For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. | CelestialVaultDaySequenceActor.h |
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| AdjustSkyAtmosphereFadeMinAltitude | float | For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. | CelestialVaultDaySequenceActor.h |
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| bAdjustSkyAtmosphereToLocalRadius | bool | Make sure the SkyAtmosphere is dynamically adjusted to the local ellipsoid radius. | CelestialVaultDaySequenceActor.h |
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| bKeepPlanetsInfos | bool | If true, the Stars information will be kept in memory and queryable at runtime | CelestialVaultDaySequenceActor.h |
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| bKeepStarsInfo | bool | If true, the Stars information will be kept in memory and queryable at runtime | CelestialVaultDaySequenceActor.h |
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| bLevelIsGeocentric | bool | If true, the UE origin is located at the Planet Center (ECEF) otherwise, if false, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the Latitude and Longitude properties. | CelestialVaultDaySequenceActor.h |
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| bManualControl | bool | If true, the moon Age (Phase) and location can be overriden | CelestialVaultDaySequenceActor.h |
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| bUseCurrentDate | bool | If true, ignore the Year Month Day value and use the current system Date | CelestialVaultDaySequenceActor.h |
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| CelestialStarCatalog | TObjectPtr< UDataTable > | A Datatable containing a Celestial Star Catalog data | CelestialVaultDaySequenceActor.h |
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| CelestialVaultComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| CelestialVaultDistance | double | We generate the sky elements the "Platon" way, using a sphere surrounding the Earth. | CelestialVaultDaySequenceActor.h |
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| CelestialVaultMPC | TObjectPtr< UMaterialParameterCollection > | CelestialVaultDaySequenceActor.h |
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| CompassComponent | TObjectPtr< UStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| Day | int | Current Day | CelestialVaultDaySequenceActor.h |
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| DaylightSavingsEnd | FDaylightSavingsRule | Rule that applies to determine the Daylight Saving ending day | CelestialVaultDaySequenceActor.h |
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| DaylightSavingsMode | EDaylightSavingsMode | Define how the Daylight Savings are taken into consideration | CelestialVaultDaySequenceActor.h |
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| DaylightSavingsStart | FDaylightSavingsRule | Rule that applies to determine the Daylight Saving stating day | CelestialVaultDaySequenceActor.h |
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| DaylightSavingsSwitchHour | int | Time of day when the new Daylight savings actually apply | CelestialVaultDaySequenceActor.h |
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| DeepSkyComponent | TObjectPtr< UStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| ExponentialHeightFogComponent | TObjectPtr< UExponentialHeightFogComponent > | CelestialVaultDaySequenceActor.h |
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| FictionalStarCatalog | TObjectPtr< UDataTable > | A Datatable containing a Fictional Star Catalog data | CelestialVaultDaySequenceActor.h |
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| GlobalPostProcessVolume | TObjectPtr< UPostProcessComponent > | CelestialVaultDaySequenceActor.h |
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| GMST0_Unwrapped | double | Greenwich Mean Sidereal Time at corresponding to a 0 Time of Day (midnight in the morning) for the selected Date. | CelestialVaultDaySequenceActor.h |
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| GMT_TimeZone | double | Current Time Zone | CelestialVaultDaySequenceActor.h |
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| Latitude | double | Latitude of Level Origin on planet | CelestialVaultDaySequenceActor.h |
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| Longitude | double | Longitude of Level Origin on planet | CelestialVaultDaySequenceActor.h |
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| MaxVisibleMagnitude | float | All stars from the catalog with a Magnitude dimmer than this threshold won't be generated - Usually 6 is the naked eye visibility limit | CelestialVaultDaySequenceActor.h |
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| Month | EMonth | Current Month | CelestialVaultDaySequenceActor.h |
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| MoonAge | float | Lunar age. 0 = New Moon, 0.25 = First quarter, 0.5 = Full Moon, 1 = Next New Mo | CelestialVaultDaySequenceActor.h |
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| MoonDiscComponent | TObjectPtr< UStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| MoonLightComponent | TObjectPtr< UDirectionalLightComponent > | CelestialVaultDaySequenceActor.h |
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| MoonLightIntensity | float | Base Moonlight Intensity (for Full Moon) Typically 0.1 Lux, up to 0.32 Lux when the moon is at its perigee (SuperMoon) | CelestialVaultDaySequenceActor.h |
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| MoonOffset_DEC | float | When faking the moon location, we need to give a location relative to the sun This is a way to control this "Vertically" using an offset in Declination. | CelestialVaultDaySequenceActor.h |
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| MoonOffset_RA | float | When faking the moon location, we need to give a location relative to the sun This is a way to control this "Horizontally" using an offset in Right Ascension. | CelestialVaultDaySequenceActor.h |
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| MoonScale | float | Factor to artificially increase the Moon size | CelestialVaultDaySequenceActor.h |
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| MoonVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Moons are created | CelestialVaultDaySequenceActor.h |
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| NorthOffset | double | North Offset | CelestialVaultDaySequenceActor.h |
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| NorthOffsetComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| ObserverBasedEffectsMovementThreshold | float | Some effects are based on the Observer location. | CelestialVaultDaySequenceActor.h |
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| PlanetCenterComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| PlanetCenterTransform | FTransform | Transform to apply to the planet to have it located tangent to the Origin. | CelestialVaultDaySequenceActor.h |
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| Planets | TArray< FPlanetaryBody > | Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is true | CelestialVaultDaySequenceActor.h |
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| PlanetsCatalog | TObjectPtr< UDataTable > | The Data Catalog containing all Planets data | CelestialVaultDaySequenceActor.h |
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| PlanetsComponent | TObjectPtr< UInstancedStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| PlanetsScale | float | Factor to artificially increase the Planetary bodies size | CelestialVaultDaySequenceActor.h |
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| PlanetsVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Planets are created | CelestialVaultDaySequenceActor.h |
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| SequenceLoopCount | int | At runtime, if we cycle over more than one day, we increase this one | CelestialVaultDaySequenceActor.h |
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| SkyAtmosphereComponent | TObjectPtr< USkyAtmosphereComponent > | CelestialVaultDaySequenceActor.h |
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| SkyLightComponent | TObjectPtr< USkyLightComponent > | CelestialVaultDaySequenceActor.h |
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| Stars | TArray< FStellarBody > | Array of the created Stars information - Only populated if KeepStarsInfo is true | CelestialVaultDaySequenceActor.h |
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| StarsComponent | TObjectPtr< UInstancedStaticMeshComponent > | CelestialVaultDaySequenceActor.h |
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| StarsVaultPercentage | double | Percentage of the CelestialVaultDistance at which the Stars are created | CelestialVaultDaySequenceActor.h |
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| SunLightComponent | TObjectPtr< UDirectionalLightComponent > | CelestialVaultDaySequenceActor.h |
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| SunLightIntensity | float | Base Sun Intensity Typically 120000 Lux | CelestialVaultDaySequenceActor.h |
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| TopocentricSiderealComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| TopocentricVaultComponent | TObjectPtr< USceneComponent > | CelestialVaultDaySequenceActor.h |
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| VelocityVectorsProxyComponent | TObjectPtr< UStaticMeshComponent > | Because the Deep Sky material is set to IsSky to be included in the SkyLight capture, it doesn't write any velocity vector, creating visual artifacts (streaks) when the vault rotates fast. | CelestialVaultDaySequenceActor.h |
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| VolumetricCloudComponent | TObjectPtr< UVolumetricCloudComponent > | CelestialVaultDaySequenceActor.h |
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| Year | int | Current Year | CelestialVaultDaySequenceActor.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BodyMotionCacheKeyFramesCount | const unsigned int | Local Interpolable Curves Cache for runtime-moving bodies. | CelestialVaultDaySequenceActor.h | |
| BodyMotionCacheMax | double | CelestialVaultDaySequenceActor.h | ||
| BodyMotionCacheMin | double | CelestialVaultDaySequenceActor.h | ||
| CelestialVaultSF | const FString | CelestialVaultDaySequenceActor.h | ||
| DrawDebugDelegateHandle | FDelegateHandle | CelestialVaultDaySequenceActor.h | ||
| LastViewportCameraLocation | FVector | CelestialVaultDaySequenceActor.h | ||
| MoonAgeCurve | FInterpCurve< float > | CelestialVaultDaySequenceActor.h | ||
| MoonDiscLocationCurve | FInterpCurve< FVector > | CelestialVaultDaySequenceActor.h | ||
| MoonDiscRotationCurve | FInterpCurve< FQuat > | CelestialVaultDaySequenceActor.h | ||
| SunLocationCurve | FInterpCurve< FVector > | CelestialVaultDaySequenceActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPlanetaryBody ComputeCurrentMoonInfo() |
Returns the Celestial Info for the Moon, at current the Date and Time | CelestialVaultDaySequenceActor.h |
|
FStellarBody ComputeCurrentSunInfo() |
Returns the Celestial Info for the Sun, at current the Date and Time | CelestialVaultDaySequenceActor.h |
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FPlanetaryBody ComputeMoonInfo
(
double JulianDate |
Returns the Celestial Info for the Moon, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
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FPlanetaryBody ComputeMoonInfo_UsingKnownState
(
double JulianDate, |
Returns the Celestial Info for the Moon, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
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FStellarBody ComputeSunInfo
(
double JulianDate |
Returns the Celestial Info for the Sun, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
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FStellarBody ComputeSunInfo_UsingKnownState
(
double JulianDate, |
Returns the Celestial Info for the Sun, at a specific Julian Date | CelestialVaultDaySequenceActor.h |
|
double GetCelestialVaultAngle
(
double TimeOfDay |
Returns the Vault Angle for a specific time - This is the GMST angle... | CelestialVaultDaySequenceActor.h |
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bool GetClosestPlanetaryBody
(
FVector StartPosition, |
Return the Celestial Information of the Planetary Body (moon, planet) closest to a specific direction, within an angle threshold | CelestialVaultDaySequenceActor.h |
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bool GetClosestStar
(
FVector ObserverLocation, |
Return the Celestial Information of the Star closest to a specific direction, within an angle threshold | CelestialVaultDaySequenceActor.h |
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FDateTime GetDate() |
Returns the current defined day, without any Time, because the Time will be controlled by the DaySequence Time of day - Uses "Now" or the Year/Month/Day properties | CelestialVaultDaySequenceActor.h |
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FDateTime GetDateAndTime() |
Returns the current defined day, with the Time defined by the DaySequence Time of day | CelestialVaultDaySequenceActor.h |
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double GetJulianDate() |
Returns the current defined day, with the Time defined by the DaySequence Time of day | CelestialVaultDaySequenceActor.h |
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bool GetPlanetaryBodyByVSOP87Type
(
EVSOP87BodyType VSOP87Type, |
Return the Celestial Information of a specific Planetary Body (by its orbit type) | CelestialVaultDaySequenceActor.h |
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bool IsDaylightSavingsAtTimeOfDay
(
double TimeOfDay |
Return true if the current Date Celestial Vault Actor with an arbitrary Time of day is inside the Daylight savings period | CelestialVaultDaySequenceActor.h |
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bool IsDaylightSavingsNow() |
Return true if the current Date and Time of the Celestial Vault Actor is inside the Daylight savings period | CelestialVaultDaySequenceActor.h |
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void SetMoonDiscAge
(
float InMoonAge |
Manually set the Moon Age (Phase) | CelestialVaultDaySequenceActor.h |
|
void Stop() |
Reset the sequence to its initial state: Initial Day + Initial Time of Day | CelestialVaultDaySequenceActor.h |
|
Public Virtual
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostRegisterAllComponents() |
CelestialVaultDaySequenceActor.h | ||
virtual void UnregisterAllComponents
(
bool bForReregister |
CelestialVaultDaySequenceActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
CelestialVaultDaySequenceActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
CelestialVaultDaySequenceActor.h |
Protected Virtual
Overridden from ADaySequenceActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SequencePlayerUpdated
(
float CurrentTime, |
Called when the sequence is updated | CelestialVaultDaySequenceActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
BeginPlay and OnConstruction overrides auto-register this actor with the DaySequenceSubsystem. | CelestialVaultDaySequenceActor.h | |
virtual void OnConstruction
(
const FTransform& Transform |
CelestialVaultDaySequenceActor.h | ||
virtual void Tick
(
float DeltaTime |
CelestialVaultDaySequenceActor.h |