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UDKBase.UDKExplosionLight

Extends
PointLightComponent
Modifiers
native

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

Direct Known Subclasses:

UTCicadaRocketExplosionLight, UTGreenMuzzleFlashLight, UTHugeExplosionLight, UTLeviathanMuzzleFlashLight, UTLinkGunMuzzleFlashLight, UTRocketExplosionLight, UTRocketLight, UTRocketMuzzleFlashLight, UTShockComboExplosionLight, UTShockImpactLight, UTShockMuzzleFlashLight, UTStingerMuzzleFlashLight, UTTurretMuzzleFlashLight, UTVehicleShockComboLight

Variables Summary
boolbCheckFrameRate
boolbInitialized
floatHighDetailFrameTime
floatLifetime
intTimeShiftIndex
UDKExplosionLight
array<LightValues>TimeShift
Inherited Variables from Engine.PointLightComponent
CachedParentToWorld, FalloffExponent, LightmassSettings, MinShadowFalloffRadius, PreviewLightRadius, PreviewLightSourceRadius, Radius, ShadowFalloffExponent, ShadowPlane, ShadowRadiusMultiplier, Translation
Inherited Variables from Engine.LightComponent
bAffectCompositeShadowDirection, bAllowPreShadow, bCanAffectDynamicPrimitivesOutsideDynamicChannel, bCastCompositeShadow, bEnabled, bExplicitlyAssignedLight, bForceDynamicLight, bHasLightEverBeenBuiltIntoLightMap, BloomScale, BloomScreenBlendThreshold, BloomThreshold, BloomTint, bNonModulatedSelfShadowing, bOnlyAffectSameAndSpecifiedLevels, bPrecomputedLightingIsValid, bRenderLightShafts, Brightness, bSelfShadowOnly, bUseImageReflectionSpecular, bUseVolumes, CastDynamicShadows, CastShadows, CastStaticShadows, ExclusionConvexVolumes, ExclusionVolumes, Function, InclusionConvexVolumes, InclusionVolumes, LightAffectsClassification, LightColor, LightEnvironment, LightEnv_BouncedLightBrightness, LightEnv_BouncedModulationColor, LightGuid, LightingChannels, LightListIndex, LightmapGuid, LightShadowMode, LightToWorld, MaxShadowResolution, MinShadowResolution, ModShadowColor, ModShadowFadeoutExponent, ModShadowFadeoutTime, OcclusionDepthRange, OcclusionMaskDarkness, OtherLevelsToAffect, RadialBlurPercent, ReflectionSpecularBrightness, SceneInfo, ShadowFadeResolution, ShadowFilterQuality, ShadowProjectionTechnique, UseDirectLightMap, WorldToLight

Enumerations Summary
Inherited Enumerations from Engine.LightComponent
ELightAffectsClassification, ELightShadowMode, EShadowFilterQuality, EShadowProjectionTechnique

Structures Summary
LightValues
StartTime, Radius, Brightness, LightColor
Inherited Structures from Engine.LightComponent
LightingChannelContainer

Delegates Summary
delegate OnLightFinished (UDKExplosionLight Light)

Functions Summary
function ResetLight ()
Inherited Functions from Engine.PointLightComponent
OnUpdatePropertyBrightness, OnUpdatePropertyLightColor, SetTranslation
Inherited Functions from Engine.LightComponent
GetDirection, GetOrigin, OnUpdatePropertyBloomScale, OnUpdatePropertyBloomTint, OnUpdatePropertyBrightness, OnUpdatePropertyLightColor, OnUpdatePropertyOcclusionMaskDarkness, SetEnabled, SetLightProperties, UpdateColorAndBrightness, UpdateLightShaftParameters


Variables Detail

bCheckFrameRate Source code

var bool bCheckFrameRate;
set false after frame rate dependent properties have been tweaked.

bInitialized Source code

var bool bInitialized;
used to initialize light properties from TimeShift on spawn so you don't have to update initial values in two places

HighDetailFrameTime Source code

var float HighDetailFrameTime;
HighDetailFrameTime - if frame time is less than this (means high frame rate), force super high detail.

Lifetime Source code

var float Lifetime;
Lifetime - how long this explosion has been going

TimeShiftIndex Source code

var int TimeShiftIndex;
Index into TimeShift array

UDKExplosionLight

TimeShift Source code

var(UDKExplosionLight) array<LightValues> TimeShift;
Specifies brightness, radius, and color of light at various points in its lifespan


Structures Detail

LightValues Source code

struct LightValues
{
var float Brightness;
var color LightColor;
var float Radius;
var float StartTime;
};



Delegates Detail

OnLightFinished Source code

delegate OnLightFinished ( UDKExplosionLight Light )
called when the light has burnt out


Functions Detail

ResetLight Source code

final native function ResetLight ( )
Reset light timeline position to start


Defaultproperties

defaultproperties
{
	HighDetailFrameTime=+0.015
	bCheckFrameRate=true
	Brightness=8
	Radius=256
	CastShadows=false
	LightColor=(R=255,G=255,B=255,A=255)
}

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Creation time: ti 22-3-2011 19:56:58.164 - Created with UnCodeX