G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UDirectionalLightComponent Member List

This is the complete list of members for UDirectionalLightComponent, including all inherited members.

Activate(bool bReset=false)UActorComponent
AddLocalOffset(FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddLocalOffset(FVector DeltaLocation)USceneComponent
AddLocalRotation(FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddLocalRotation(FRotator DeltaRotation)USceneComponent
AddLocalRotation(FQuat DeltaRotation)USceneComponent
AddLocalTransform(FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddLocalTransform(FTransform DeltaTransform)USceneComponent
AddRelativeLocation(FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddRelativeLocation(FVector DeltaLocation)USceneComponent
AddRelativeRotation(FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddRelativeRotation(FRotator DeltaRotation)USceneComponent
AddRelativeRotation(FQuat DeltaRotation)USceneComponent
AddTickPrerequisiteActor(AActor PrerequisiteActor)UActorComponent
AddTickPrerequisiteComponent(UActorComponent PrerequisiteComponent)UActorComponent
AddToRoot()UObject
AddWorldOffset(FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddWorldOffset(FVector DeltaLocation)USceneComponent
AddWorldRotation(FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddWorldRotation(FRotator DeltaRotation)USceneComponent
AddWorldRotation(FQuat DeltaRotation)USceneComponent
AddWorldTransform(FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AddWorldTransform(FTransform DeltaTransform)USceneComponent
AddWorldTransformKeepScale(FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
AllSocketNamesUSceneComponent
AssetUserDataUActorComponent
AssetUserDataEditorOnlyUActorComponent
AsyncPhysicsTick(float32 DeltaSeconds, float32 SimSeconds)UActorComponent
AtmosphereSunDiskColorScaleUDirectionalLightComponent
AtmosphereSunLightIndexUDirectionalLightComponent
AttachParentUSceneComponent
AttachSocketNameUSceneComponent
AttachTo(USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)USceneComponent
AttachToComponent(USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)USceneComponent
AttachToComponent(USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)USceneComponent
bAbsoluteLocationUSceneComponent
bAbsoluteRotationUSceneComponent
bAbsoluteScaleUSceneComponent
bAffectGlobalIlluminationULightComponentBase
bAffectReflectionULightComponentBase
bAffectsWorldULightComponentBase
bAffectTranslucentLightingULightComponentBase
bAtmosphereSunLightUDirectionalLightComponent
bAutoActivateUActorComponent
bCastCloudShadowsUDirectionalLightComponent
bCastDeepShadowULightComponentBase
bCastModulatedShadowsUDirectionalLightComponent
bCastShadowsFromCinematicObjectsOnlyULightComponent
bCastShadowsOnAtmosphereUDirectionalLightComponent
bCastShadowsOnCloudsUDirectionalLightComponent
bCastVolumetricShadowULightComponentBase
BeginPlay()UActorComponent
bEnableLightShaftBloomULightComponent
bEnableLightShaftOcclusionUDirectionalLightComponent
bForceCachedShadowsForMovablePrimitivesULightComponent
bHiddenInGameUSceneComponent
bIsEditorOnlyUActorComponent
BloomMaxBrightnessULightComponent
BloomScaleULightComponent
BloomThresholdULightComponent
BloomTintULightComponent
BoundsUSceneComponent
bPerPixelAtmosphereTransmittanceUDirectionalLightComponent
bReplicatesUActorComponent
bReplicateUsingRegisteredSubObjectListUActorComponent
bShouldUpdatePhysicsVolumeUSceneComponent
bTransmissionULightComponentBase
bUseAttachParentBoundUSceneComponent
bUseIESBrightnessULightComponent
bUseInsetShadowsForMovableObjectsUDirectionalLightComponent
bUseRayTracedDistanceFieldShadowsULightComponent
bUseTemperatureULightComponent
bVisibleUSceneComponent
CascadeDistributionExponentUDirectionalLightComponent
CascadeTransitionFractionUDirectionalLightComponent
CastDynamicShadowsULightComponentBase
CastRaytracedShadowULightComponentBase
CastShadowsULightComponentBase
CastStaticShadowsULightComponentBase
CastTranslucentShadowsULightComponent
ClassUObject
CloudScatteredLuminanceScaleUDirectionalLightComponent
CloudShadowDepthBiasUDirectionalLightComponent
CloudShadowExtentUDirectionalLightComponent
CloudShadowMapResolutionScaleUDirectionalLightComponent
CloudShadowOnAtmosphereStrengthUDirectionalLightComponent
CloudShadowOnSurfaceStrengthUDirectionalLightComponent
CloudShadowRaySampleCountScaleUDirectionalLightComponent
CloudShadowStrengthUDirectionalLightComponent
ComponentCreationMethodUActorComponent
ComponentHasTag(FName Tag) constUActorComponent
ComponentQuatUSceneComponent
ComponentTagsUActorComponent
ComponentTickIntervalUActorComponent
ComponentVelocityUSceneComponent
ContactShadowCastingIntensityULightComponent
ContactShadowLengthULightComponent
ContactShadowLengthInWSULightComponent
ContactShadowNonCastingIntensityULightComponent
CopyScriptPropertiesFrom(const UObject OtherObject)UObject
Create(AActor Actor, FName WithName=NAME_None)UDirectionalLightComponentstatic
Deactivate()UActorComponent
DeepShadowLayerDistributionULightComponentBase
DestroyComponent(UObject Object)UActorComponent
DetachFromComponent(EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true)USceneComponent
DetachFromParent(bool bMaintainWorldPosition=false, bool bCallModify=true)USceneComponent
DetailModeUSceneComponent
DisabledBrightnessULightComponent
DistanceFieldShadowDistanceUDirectionalLightComponent
DoesSocketExist(FName InSocketName) constUSceneComponent
DynamicShadowCascadesUDirectionalLightComponent
DynamicShadowDistanceMovableLightUDirectionalLightComponent
DynamicShadowDistanceStationaryLightUDirectionalLightComponent
EndPlay(EEndPlayReason EndPlayReason)UActorComponent
FarShadowCascadeCountUDirectionalLightComponent
FarShadowDistanceUDirectionalLightComponent
ForwardShadingPriorityUDirectionalLightComponent
ForwardVectorUSceneComponent
Get(const AActor Actor, FName WithName=NAME_None)UDirectionalLightComponentstatic
GetAllSocketNames() constUSceneComponent
GetAtmosphereSunLightIndex() constUDirectionalLightComponent
GetAttachParent() constUSceneComponent
GetAttachSocketName() constUSceneComponent
GetbAbsoluteLocation() constUSceneComponent
GetbAbsoluteRotation() constUSceneComponent
GetbAbsoluteScale() constUSceneComponent
GetbAffectGlobalIllumination() constULightComponentBase
GetbAffectReflection() constULightComponentBase
GetbAffectsWorld() constULightComponentBase
GetbAffectTranslucentLighting() constULightComponentBase
GetbAtmosphereSunLight() constUDirectionalLightComponent
GetbAutoActivate() constUActorComponent
GetbCastCloudShadows() constUDirectionalLightComponent
GetbCastDeepShadow() constULightComponentBase
GetbCastModulatedShadows() constUDirectionalLightComponent
GetbCastShadowsFromCinematicObjectsOnly() constULightComponent
GetbCastShadowsOnAtmosphere() constUDirectionalLightComponent
GetbCastShadowsOnClouds() constUDirectionalLightComponent
GetbCastVolumetricShadow() constULightComponentBase
GetbEnableLightShaftBloom() constULightComponent
GetbEnableLightShaftOcclusion() constUDirectionalLightComponent
GetbForceCachedShadowsForMovablePrimitives() constULightComponent
GetbHiddenInGame() constUSceneComponent
GetbIsEditorOnly() constUActorComponent
GetBloomMaxBrightness() constULightComponent
GetBloomScale() constULightComponent
GetBloomThreshold() constULightComponent
GetBloomTint() constULightComponent
GetBounds() constUSceneComponent
GetbPerPixelAtmosphereTransmittance() constUDirectionalLightComponent
GetbReplicates() constUActorComponent
GetbReplicateUsingRegisteredSubObjectList() constUActorComponent
GetbShouldUpdatePhysicsVolume() constUSceneComponent
GetbTransmission() constULightComponentBase
GetbUseAttachParentBound() constUSceneComponent
GetbUseIESBrightness() constULightComponent
GetbUseInsetShadowsForMovableObjects() constUDirectionalLightComponent
GetbUseTemperature() constULightComponent
GetbVisible() constUSceneComponent
GetCascadeDistributionExponent() constUDirectionalLightComponent
GetCascadeTransitionFraction() constUDirectionalLightComponent
GetCastDynamicShadows() constULightComponentBase
GetCastRaytracedShadow() constULightComponentBase
GetCastShadows() constULightComponentBase
GetCastStaticShadows() constULightComponentBase
GetCastTranslucentShadows() constULightComponent
GetChildComponent(int ChildIndex) constUSceneComponent
GetChildComponentByClass(TSubclassOf< USceneComponent > ComponentClass)USceneComponent
GetChildrenComponents(bool bIncludeAllDescendants, TArray< USceneComponent > &Children) constUSceneComponent
GetChildrenComponentsByClass(UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren)USceneComponent
GetClass() constUObject
GetComponentCreationMethod() constUActorComponent
GetComponentQuat() constUSceneComponent
GetComponentTickInterval() constUActorComponent
GetComponentVelocity() constUSceneComponent
GetContactShadowLengthInWS() constULightComponent
GetDynamicShadowCascades() constUDirectionalLightComponent
GetDynamicShadowDistanceMovableLight() constUDirectionalLightComponent
GetDynamicShadowDistanceStationaryLight() constUDirectionalLightComponent
GetForwardShadingPriority() constUDirectionalLightComponent
GetForwardVector() constUSceneComponent
GetFullName(const UObject StopOuter=nullptr) constUObject
GetIESBrightnessScale() constULightComponent
GetIESTexture() constULightComponent
GetIsRooted() constUObject
GetLightColor() constULightComponentBase
GetLightFunctionFadeDistance() constULightComponent
GetLightFunctionMaterial() constULightComponent
GetLightFunctionScale() constULightComponent
GetLightingChannels() constULightComponent
GetLightShaftOverrideDirection() constUDirectionalLightComponent
GetLightSourceAngle() constUDirectionalLightComponent
GetLightSourceSoftAngle() constUDirectionalLightComponent
GetMobility() constUSceneComponent
GetName() constUObject
GetNumChildrenComponents() constUSceneComponent
GetOcclusionDepthRange() constUDirectionalLightComponent
GetOcclusionMaskDarkness() constUDirectionalLightComponent
GetOrCreate(AActor Actor, FName WithName=NAME_None)UDirectionalLightComponentstatic
GetOuter() constUObject
GetOutermost() constUObject
GetOwner() constUActorComponent
GetPackage() constUObject
GetParentComponents(TArray< USceneComponent > &Parents) constUSceneComponent
GetPathName(const UObject StopOuter=nullptr) constUObject
GetPhysicsVolume() constUSceneComponent
GetRelativeLocation() constUSceneComponent
GetRelativeRotation() constUSceneComponent
GetRelativeScale3D() constUSceneComponent
GetRelativeTransform() constUSceneComponent
GetRightVector() constUSceneComponent
GetSamplesPerPixel() constULightComponentBase
GetShadowAmount() constUDirectionalLightComponent
GetShadowBias() constULightComponent
GetShadowCascadeBiasDistribution() constUDirectionalLightComponent
GetShadowDistanceFadeoutFraction() constUDirectionalLightComponent
GetShadowSlopeBias() constULightComponent
GetShadowSourceAngleFactor() constUDirectionalLightComponent
GetShapeCenter() constUSceneComponent
GetShouldUpdatePhysicsVolume() constUSceneComponent
GetSocketLocation(FName InSocketName) constUSceneComponent
GetSocketQuaternion(FName SocketName)USceneComponent
GetSocketRotation(FName InSocketName) constUSceneComponent
GetSocketTransform(FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) constUSceneComponent
GetSpecularScale() constULightComponent
GetTemperature() constULightComponent
GetTypedOuter(TSubclassOf< UObject > Target) constUObject
GetUpVector() constUSceneComponent
GetWorld() constUObject
GetWorldLocation() constUSceneComponent
GetWorldRotation() constUSceneComponent
GetWorldScale() constUSceneComponent
GetWorldTransform() constUSceneComponent
HasBegunPlay() constUActorComponent
IESBrightnessScaleULightComponent
IESTextureULightComponent
IndirectLightingIntensityULightComponentBase
IntensityULightComponentBase
IsA(const UClass Class) constUObject
IsActive() constUActorComponent
IsAnySimulatingPhysics() constUSceneComponent
IsAttachedTo(const USceneComponent CheckComponent) constUSceneComponent
IsAttachedTo(const AActor CheckActor) constUSceneComponent
IsBeingDestroyed() constUActorComponent
IsComponentTickEnabled() constUActorComponent
IsRootedUObject
IsSimulatingPhysics(FName BoneName=NAME_None) constUSceneComponent
IsSupportedForNetworking() constUObject
IsTransient() constUObject
IsVisible() constUSceneComponent
IsVisualizationComponent() constUActorComponent
LightColorULightComponentBase
LightFunctionFadeDistanceULightComponent
LightFunctionMaterialULightComponent
LightFunctionScaleULightComponent
LightingChannelsULightComponent
LightmassSettingsUDirectionalLightComponent
LightShaftOverrideDirectionUDirectionalLightComponent
LightSourceAngleUDirectionalLightComponent
LightSourceSoftAngleUDirectionalLightComponent
LoadConfig()UObject
MarkPackageDirty() constUObject
MarkRenderStateDirty()UActorComponent
MaxDistanceFadeRangeULightComponent
MaxDrawDistanceULightComponent
MobilityUSceneComponent
Modify(bool bAlwaysMarkDirty=true)UObject
ModulatedShadowColorUDirectionalLightComponent
NameUObject
NumChildrenComponentsUSceneComponent
OcclusionDepthRangeUDirectionalLightComponent
OcclusionMaskDarknessUDirectionalLightComponent
OnComponentActivatedUActorComponent
OnComponentDeactivatedUActorComponent
opCast(?&Address) constUObject
OuterUObject
OutermostUObject
OwnerUActorComponent
PackageUObject
PhysicsVolumeUSceneComponent
PhysicsVolumeChangedDelegateUSceneComponent
PrimaryComponentTickUActorComponent
RayStartOffsetDepthScaleULightComponent
RelativeLocationUSceneComponent
RelativeRotationUSceneComponent
RelativeScale3DUSceneComponent
RelativeTransformUSceneComponent
ReloadConfig()UObject
RemoveFromRoot()UObject
RemoveTickPrerequisiteActor(AActor PrerequisiteActor)UActorComponent
RemoveTickPrerequisiteComponent(UActorComponent PrerequisiteComponent)UActorComponent
ResetRelativeTransform()USceneComponent
RightVectorUSceneComponent
SamplesPerPixelULightComponentBase
SaveConfig()UObject
SetAbsolute(bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false)USceneComponent
SetActive(bool bNewActive, bool bReset=false)UActorComponent
SetAffectGlobalIllumination(bool bNewValue)ULightComponentBase
SetAffectReflection(bool bNewValue)ULightComponentBase
SetAffectTranslucentLighting(bool bNewValue)ULightComponent
SetAtmosphereSunLight(bool bNewValue)UDirectionalLightComponent
SetAtmosphereSunLightIndex(int NewValue)UDirectionalLightComponent
SetAutoActivate(bool bNewAutoActivate)UActorComponent
SetbAbsoluteLocation(bool Value)USceneComponent
SetbAbsoluteRotation(bool Value)USceneComponent
SetbAbsoluteScale(bool Value)USceneComponent
SetbAffectGlobalIllumination(bool Value)ULightComponentBase
SetbAffectReflection(bool Value)ULightComponentBase
SetbAffectsWorld(bool Value)ULightComponentBase
SetbAffectTranslucentLighting(bool Value)ULightComponentBase
SetbAtmosphereSunLight(bool Value)UDirectionalLightComponent
SetbAutoActivate(bool Value)UActorComponent
SetbCanEverAffectNavigation(bool Value)UActorComponent
SetbCastCloudShadows(bool Value)UDirectionalLightComponent
SetbCastDeepShadow(bool Value)ULightComponentBase
SetbCastModulatedShadows(bool Value)UDirectionalLightComponent
SetbCastShadowsFromCinematicObjectsOnly(bool Value)ULightComponent
SetbCastShadowsOnAtmosphere(bool Value)UDirectionalLightComponent
SetbCastShadowsOnClouds(bool Value)UDirectionalLightComponent
SetbCastVolumetricShadow(bool Value)ULightComponentBase
SetbEditableWhenInherited(bool Value)UActorComponent
SetbEnableLightShaftBloom(bool Value)ULightComponent
SetbEnableLightShaftOcclusion(bool Value)UDirectionalLightComponent
SetbForceCachedShadowsForMovablePrimitives(bool Value)ULightComponent
SetbHiddenInGame(bool Value)USceneComponent
SetbIsEditorOnly(bool Value)UActorComponent
SetBloomMaxBrightness(float32 NewValue)ULightComponent
SetBloomScale(float32 NewValue)ULightComponent
SetBloomThreshold(float32 NewValue)ULightComponent
SetBloomTint(FColor NewValue)ULightComponent
SetbPerPixelAtmosphereTransmittance(bool Value)UDirectionalLightComponent
SetbReplicates(bool Value)UActorComponent
SetbReplicateUsingRegisteredSubObjectList(bool Value)UActorComponent
SetbShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume)USceneComponent
SetbTickInEditor(bool Value)UActorComponent
SetbTransmission(bool Value)ULightComponentBase
SetbUseAttachParentBound(bool Value)USceneComponent
SetbUseIESBrightness(bool Value)ULightComponent
SetbUseInsetShadowsForMovableObjects(bool Value)UDirectionalLightComponent
SetbUseTemperature(bool Value)ULightComponent
SetbVisible(bool Value)USceneComponent
SetbVisualizeComponent(bool bVisualize)USceneComponent
SetCascadeDistributionExponent(float32 NewValue)UDirectionalLightComponent
SetCascadeTransitionFraction(float32 NewValue)UDirectionalLightComponent
SetCastDeepShadow(bool bNewValue)ULightComponentBase
SetCastDynamicShadows(bool Value)ULightComponentBase
SetCastRaytracedShadow(bool bNewValue)ULightComponentBase
SetCastRaytracedShadows(ECastRayTracedShadow bNewValue)ULightComponentBase
SetCastShadows(bool bNewValue)ULightComponentBase
SetCastStaticShadows(bool Value)ULightComponentBase
SetCastTranslucentShadows(bool Value)ULightComponent
SetCastVolumetricShadow(bool bNewValue)ULightComponentBase
SetComponentQuat(FQuat NewRotation)USceneComponent
SetComponentTickEnabled(bool bEnabled)UActorComponent
SetComponentTickInterval(float32 TickInterval)UActorComponent
SetComponentTickIntervalAndCooldown(float32 TickInterval)UActorComponent
SetContactShadowLengthInWS(bool Value)ULightComponent
SetDynamicShadowCascades(int NewValue)UDirectionalLightComponent
SetDynamicShadowDistanceMovableLight(float32 NewValue)UDirectionalLightComponent
SetDynamicShadowDistanceStationaryLight(float32 NewValue)UDirectionalLightComponent
SetEnableLightShaftBloom(bool bNewValue)ULightComponent
SetEnableLightShaftOcclusion(bool bNewValue)UDirectionalLightComponent
SetForceCachedShadowsForMovablePrimitives(bool bNewValue)ULightComponent
SetForwardShadingPriority(int NewValue)UDirectionalLightComponent
SetHiddenInGame(bool NewHidden, bool bPropagateToChildren=false)USceneComponent
SetIESBrightnessScale(float32 NewValue)ULightComponent
SetIESTexture(UTextureLightProfile NewValue)ULightComponent
SetIndirectLightingIntensity(float32 NewIntensity)ULightComponent
SetIntensity(float32 NewIntensity)ULightComponent
SetIsReplicated(bool ShouldReplicate)UActorComponent
SetIsVisualizationComponent(bool Value)UActorComponent
SetLightColor(FLinearColor NewLightColor, bool bSRGB=true)ULightComponent
ULightComponentBase::SetLightColor(FColor Value)ULightComponentBase
SetLightFunctionDisabledBrightness(float32 NewValue)ULightComponent
SetLightFunctionFadeDistance(float32 NewLightFunctionFadeDistance)ULightComponent
SetLightFunctionMaterial(UMaterialInterface NewLightFunctionMaterial)ULightComponent
SetLightFunctionScale(FVector NewLightFunctionScale)ULightComponent
SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2)ULightComponent
SetLightShaftOverrideDirection(FVector NewValue)UDirectionalLightComponent
SetLightSourceAngle(float32 NewValue)UDirectionalLightComponent
SetLightSourceSoftAngle(float32 NewValue)UDirectionalLightComponent
SetMobility(EComponentMobility NewMobility)USceneComponent
SetOcclusionDepthRange(float32 NewValue)UDirectionalLightComponent
SetOcclusionMaskDarkness(float32 NewValue)UDirectionalLightComponent
SetRelativeLocation(FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetRelativeLocation(FVector NewLocation)USceneComponent
SetRelativeLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetRelativeLocationAndRotation(FVector NewLocation, FRotator NewRotation)USceneComponent
SetRelativeLocationAndRotation(FVector NewLocation, FQuat NewRotation)USceneComponent
SetRelativeRotation(FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetRelativeRotation(FRotator NewRotation)USceneComponent
SetRelativeRotation(FQuat NewRotation)USceneComponent
SetRelativeScale3D(FVector NewScale3D)USceneComponent
SetRelativeTransform(FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetRelativeTransform(FTransform NewTransform)USceneComponent
SetSamplesPerPixel(int NewValue)ULightComponentBase
SetShadowAmount(float32 NewValue)UDirectionalLightComponent
SetShadowBias(float32 NewValue)ULightComponent
SetShadowCascadeBiasDistribution(float32 NewValue)UDirectionalLightComponent
SetShadowDistanceFadeoutFraction(float32 NewValue)UDirectionalLightComponent
SetShadowSlopeBias(float32 NewValue)ULightComponent
SetShadowSourceAngleFactor(float32 NewValue)UDirectionalLightComponent
SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume)USceneComponent
SetSpecularScale(float32 NewValue)ULightComponent
SetTemperature(float32 NewTemperature)ULightComponent
SetTickableWhenPaused(bool bTickableWhenPaused)UActorComponent
SetTickGroup(ETickingGroup NewTickGroup)UActorComponent
SetTransactional(bool bTransactional)UObject
SetTransmission(bool bNewValue)ULightComponent
SetUseIESBrightness(bool bNewValue)ULightComponent
SetUseTemperature(bool bNewValue)ULightComponent
SetVisibility(bool bNewVisibility, bool bPropagateToChildren=false)USceneComponent
SetVolumetricScatteringIntensity(float32 NewIntensity)ULightComponent
SetWorldLocation(FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetWorldLocation(FVector NewLocation)USceneComponent
SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetWorldLocationAndRotation(FVector NewLocation, FRotator NewRotation)USceneComponent
SetWorldLocationAndRotation(FVector NewLocation, FQuat NewRotation)USceneComponent
SetWorldRotation(FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetWorldRotation(FRotator NewRotation)USceneComponent
SetWorldRotation(FQuat NewRotation)USceneComponent
SetWorldScale3D(FVector NewScale)USceneComponent
SetWorldTransform(FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)USceneComponent
SetWorldTransform(FTransform NewTransform)USceneComponent
ShadowAmountUDirectionalLightComponent
ShadowBiasULightComponent
ShadowCascadeBiasDistributionUDirectionalLightComponent
ShadowDistanceFadeoutFractionUDirectionalLightComponent
ShadowResolutionScaleULightComponent
ShadowSharpenULightComponent
ShadowSlopeBiasULightComponent
ShadowSourceAngleFactorUDirectionalLightComponent
ShapeCenterUSceneComponent
ShouldUpdatePhysicsVolumeUSceneComponent
SpecularScaleULightComponent
StaticClass()UDirectionalLightComponentstatic
TemperatureULightComponent
Tick(float32 DeltaSeconds)UActorComponent
ToggleActive()UActorComponent
ToggleVisibility(bool bPropagateToChildren=false)USceneComponent
ToString() constUObject
TraceDistanceUDirectionalLightComponent
UpVectorUSceneComponent
VolumetricScatteringIntensityULightComponentBase
WorldUObject
WorldLocationUSceneComponent
WorldRotationUSceneComponent
WorldScaleUSceneComponent
WorldTransformUSceneComponent