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Light that changes its radius, brightness, and color over its lifespan based on user specified points. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Core.Component | +-- Engine.ActorComponent | +-- Engine.LightComponent | +-- Engine.PointLightComponent | +-- UDKBase.UDKExplosionLight
UTCicadaRocketExplosionLight, UTGreenMuzzleFlashLight, UTHugeExplosionLight, UTLeviathanMuzzleFlashLight, UTLinkGunMuzzleFlashLight, UTRocketExplosionLight, UTRocketLight, UTRocketMuzzleFlashLight, UTShockComboExplosionLight, UTShockImpactLight, UTShockMuzzleFlashLight, UTStingerMuzzleFlashLight, UTTurretMuzzleFlashLight, UTVehicleShockComboLight
Variables Summary | |
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bool | bCheckFrameRate |
bool | bInitialized |
float | HighDetailFrameTime |
float | Lifetime |
int | TimeShiftIndex |
UDKExplosionLight | |
array<LightValues> | TimeShift |
Enumerations Summary |
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Inherited Enumerations from Engine.LightComponent |
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ELightAffectsClassification, ELightShadowMode, EShadowFilterQuality, EShadowProjectionTechnique |
Structures Summary | ||
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LightValues StartTime, Radius, Brightness, LightColor |
Inherited Structures from Engine.LightComponent |
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LightingChannelContainer |
Delegates Summary | ||
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![]() | OnLightFinished (UDKExplosionLight Light) |
Functions Summary | ||
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![]() | ResetLight () |
Inherited Functions from Engine.PointLightComponent |
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OnUpdatePropertyBrightness, OnUpdatePropertyLightColor, SetTranslation |
Variables Detail |
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set false after frame rate dependent properties have been tweaked.
used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places
HighDetailFrameTime - if frame time is less than this (means high frame rate), force super high detail.
Lifetime - how long this explosion has been going
Index into TimeShift array
Specifies brightness, radius, and color of light at various points in its lifespan
Structures Detail |
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var float Brightness;};
var color LightColor;
var float Radius;
var float StartTime;
Delegates Detail |
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called when the light has burnt out
Functions Detail |
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Reset light timeline position to start
Defaultproperties |
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defaultproperties { HighDetailFrameTime=+0.015 bCheckFrameRate=true Brightness=8 Radius=256 CastShadows=false LightColor=(R=255,G=255,B=255,A=255) } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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