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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class DominantPointLightComponent extends PointLightComponent native(Light) hidecategories(Object) editinlinenew; cpptext { /** * Called after property has changed via e.g. property window or set command. * * @param PropertyThatChanged UProperty that has been changed, NULL if unknown */ virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual ELightComponentType GetLightType() const; /** Returns the distance to the nearest dominant shadow transition, in world space units, starting from the edge of the bounds. */ FLOAT GetDominantShadowTransitionDistance(const FBoxSphereBounds& Bounds, FLOAT MaxSearchDistance, UBOOL bDebugSearch, TArray<class FDebugShadowRay>& DebugRays, UBOOL& bLightingIsBuilt) const; } defaultproperties { LightShadowMode=LightShadow_Normal } |
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