G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UExponentialHeightFogComponent Class Reference

Used to create fogging effects such as clouds but with a density that is related to the height of the fog. More...

Public Member Functions

Rendering|Components|ExponentialHeightFog
void SetFogCutoffDistance (float32 Value)
void SetDirectionalInscatteringStartDistance (float32 Value)
void SetFogHeightFalloff (float32 Value)
void SetFogInscatteringColor (FLinearColor Value)
void SetDirectionalInscatteringExponent (float32 Value)
void SetFogDensity (float32 Value)
void SetFullyDirectionalInscatteringColorDistance (float32 Value)
void SetFogMaxOpacity (float32 Value)
void SetInscatteringColorCubemap (UTextureCube Value)
void SetInscatteringColorCubemapAngle (float32 Value)
void SetInscatteringTextureTint (FLinearColor Value)
void SetDirectionalInscatteringColor (FLinearColor Value)
void SetNonDirectionalInscatteringColorDistance (float32 Value)
void SetSecondFogDensity (float32 Value)
void SetSecondFogHeightFalloff (float32 Value)
void SetSecondFogHeightOffset (float32 Value)
void SetStartDistance (float32 Value)
Rendering|VolumetricFog
void SetVolumetricFog (bool bNewValue)
void SetSecondFogData (FExponentialHeightFogData NewValue)
void SetVolumetricFogAlbedo (FColor NewValue)
void SetVolumetricFogDistance (float32 NewValue)
void SetVolumetricFogEmissive (FLinearColor NewValue)
void SetVolumetricFogExtinctionScale (float32 NewValue)
void SetVolumetricFogScatteringDistribution (float32 NewValue)
Functions
const float32 & GetFogDensity () const
 Global density factor.
const float32 & GetFogHeightFalloff () const
 Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
const FExponentialHeightFogData & GetSecondFogData () const
 Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.
UTextureCube GetInscatteringColorCubemap () const
 Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.
const float32 & GetInscatteringColorCubemapAngle () const
 Angle to rotate the InscatteringColorCubemap around the Z axis.
const FLinearColor & GetInscatteringTextureTint () const
 Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
const float32 & GetFullyDirectionalInscatteringColorDistance () const
 Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
const float32 & GetNonDirectionalInscatteringColorDistance () const
 Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
const float32 & GetDirectionalInscatteringExponent () const
 Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
const float32 & GetDirectionalInscatteringStartDistance () const
 Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
const float32 & GetFogMaxOpacity () const
 Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.
const float32 & GetStartDistance () const
 Distance from the camera that the fog will start, in world units.
const float32 & GetFogCutoffDistance () const
 Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
const float32 & GetVolumetricFogScatteringDistribution () const
 Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.
const FColor & GetVolumetricFogAlbedo () const
 The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
const FLinearColor & GetVolumetricFogEmissive () const
 Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.
const float32 & GetVolumetricFogExtinctionScale () const
 Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
const float32 & GetVolumetricFogDistance () const
 Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.
bool GetbHoldout () const
 If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
void SetbHoldout (bool Value)
 If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
bool GetbRenderInMainPass () const
 If true, this component will be rendered in the main pass (basepass, transparency).
void SetbRenderInMainPass (bool Value)
 If true, this component will be rendered in the main pass (basepass, transparency).
Public Member Functions inherited from USceneComponent
void SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false)
 Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
void SetRelativeLocation (FVector NewLocation)
bool GetShouldUpdatePhysicsVolume () const
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
USceneComponent GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass)
void GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren)
bool GetbShouldUpdatePhysicsVolume () const
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
void AddLocalOffset (FVector DeltaLocation)
void AddLocalRotation (FRotator DeltaRotation)
void AddLocalRotation (FQuat DeltaRotation)
void AddLocalTransform (FTransform DeltaTransform)
void AddRelativeLocation (FVector DeltaLocation)
void AddRelativeRotation (FRotator DeltaRotation)
void AddRelativeRotation (FQuat DeltaRotation)
void AddWorldOffset (FVector DeltaLocation)
void AddWorldRotation (FRotator DeltaRotation)
void AddWorldRotation (FQuat DeltaRotation)
void AddWorldTransform (FTransform DeltaTransform)
void AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget)
FBoxSphereBounds GetBounds () const
FQuat GetComponentQuat () const
FVector GetRelativeLocation () const
FRotator GetRelativeRotation () const
FVector GetRelativeScale3D () const
FVector GetShapeCenter () const
FQuat GetSocketQuaternion (FName SocketName)
bool IsAttachedTo (const USceneComponent CheckComponent) const
bool IsAttachedTo (const AActor CheckActor) const
void SetbVisualizeComponent (bool bVisualize)
void SetComponentQuat (FQuat NewRotation)
void SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume)
 Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetRelativeRotation (FRotator NewRotation)
void SetRelativeRotation (FQuat NewRotation)
void SetRelativeTransform (FTransform NewTransform)
void SetWorldLocation (FVector NewLocation)
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation)
void SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation)
void SetWorldRotation (FRotator NewRotation)
void SetWorldRotation (FQuat NewRotation)
void SetWorldTransform (FTransform NewTransform)
bool GetbAbsoluteLocation () const
 If RelativeLocation should be considered relative to the world, rather than the parent.
void SetbAbsoluteLocation (bool Value)
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteRotation () const
 If RelativeRotation should be considered relative to the world, rather than the parent.
void SetbAbsoluteRotation (bool Value)
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool GetbAbsoluteScale () const
 If RelativeScale3D should be considered relative to the world, rather than the parent.
void SetbAbsoluteScale (bool Value)
 If RelativeScale3D should be considered relative to the world, rather than the parent.
bool GetbVisible () const
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
void SetbVisible (bool Value)
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool GetbHiddenInGame () const
 Whether to hide the primitive in game, if the primitive is Visible.
void SetbHiddenInGame (bool Value)
 Whether to hide the primitive in game, if the primitive is Visible.
bool GetbUseAttachParentBound () const
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
void SetbUseAttachParentBound (bool Value)
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
const EComponentMobility & GetMobility () const
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
void GetParentComponents (TArray< USceneComponent > &Parents) const
 Gets all attachment parent components up to and including the root component.
void GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const
 Gets all components that are attached to this component, possibly recursively.
int GetNumChildrenComponents () const
 Gets the number of attached children components.
USceneComponent GetChildComponent (int ChildIndex) const
 Gets the attached child component at the specified location.
bool IsAnySimulatingPhysics () const
 Returns whether the specified body is currently using physics simulation.
bool IsSimulatingPhysics (FName BoneName=NAME_None) const
 Returns whether the specified body is currently using physics simulation.
APhysicsVolume GetPhysicsVolume () const
 Get the PhysicsVolume overlapping this component.
void SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false)
 Set visibility of the component, if during game use this to turn on/off.
void ToggleVisibility (bool bPropagateToChildren=false)
 Toggle visibility of the component.
bool IsVisible () const
 Returns true if this component is visible in the current context.
TArray< FName > GetAllSocketNames () const
 Gets the names of all the sockets on the component.
USceneComponent GetAttachParent () const
 Get the SceneComponent we are attached to.
FTransform GetRelativeTransform () const
 Returns the transform of the component relative to its parent.
FVector GetRightVector () const
 Get the right (Y) unit direction vector from this component, in world space.
FVector GetForwardVector () const
 Get the forward (X) unit direction vector from this component, in world space.
FName GetAttachSocketName () const
 Get the socket we are attached to.
FVector GetComponentVelocity () const
 Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
FRotator GetSocketRotation (FName InSocketName) const
 Get world-space socket or bone FRotator rotation.
FTransform GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const
 Get world-space socket transform.
FVector GetUpVector () const
 Get the up (Z) unit direction vector from this component, in world space.
bool DoesSocketExist (FName InSocketName) const
 Return true if socket with the given name exists.
void DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true)
FVector GetSocketLocation (FName InSocketName) const
 Get world-space socket or bone location.
void AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in its local reference frame.
void AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in its local reference frame.
void AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
void AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the translation of the component relative to its parent.
void AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta the rotation of the component relative to its parent.
void AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the location of the component in world space.
void AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the rotation of the component in world space.
void AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
void AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Adds a delta to the transform of the component in world space. Scale is unchanged.
bool AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true)
bool AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies)
 Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
void DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true)
 Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
FVector GetWorldLocation () const
 Return location of the component, in world space.
FRotator GetWorldRotation () const
 Returns rotation of the component, in world space.
FVector GetWorldScale () const
 Returns scale of the component, in world space.
FTransform GetWorldTransform () const
 Get the current component-to-world transform for this component.
void SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location of the component relative to its parent.
void SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the location and rotation of the component relative to its parent.
void SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the rotation of the component relative to its parent.
void SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component relative to its parent.
void SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified location in world space. Updates relative location to achieve the final world location.
void SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the relative location and rotation of the component to put it at the supplied pose in world space.
void SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
void SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport)
 Set the transform of the component in world space.
void ResetRelativeTransform ()
 Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
void SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false)
 Set which parts of the relative transform should be relative to parent, and which should be relative to world.
void SetWorldScale3D (FVector NewScale)
 Set the relative scale of the component to put it at the supplied scale in world space.
void SetMobility (EComponentMobility NewMobility)
 Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
void SetRelativeScale3D (FVector NewScale3D)
 Set the non-uniform scale of the component relative to its parent.
Public Member Functions inherited from UActorComponent
void Tick (float32 DeltaSeconds)
 Event called every frame if tick is enabled.
EComponentCreationMethod GetComponentCreationMethod () const
void SetbIsEditorOnly (bool Value)
void EndPlay (EEndPlayReason EndPlayReason)
 Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
void BeginPlay ()
 Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
void MarkRenderStateDirty ()
bool HasBegunPlay () const
void SetbTickInEditor (bool Value)
bool IsVisualizationComponent () const
void SetIsVisualizationComponent (bool Value)
void AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds)
 Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
bool GetbReplicateUsingRegisteredSubObjectList () const
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
void SetbReplicateUsingRegisteredSubObjectList (bool Value)
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
bool GetbReplicates () const
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
void SetbReplicates (bool Value)
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
bool GetbAutoActivate () const
 Whether the component is activated at creation or must be explicitly activated.
void SetbAutoActivate (bool Value)
 Whether the component is activated at creation or must be explicitly activated.
void SetbEditableWhenInherited (bool Value)
 True if this component can be modified when it was inherited from a parent actor class.
void SetbCanEverAffectNavigation (bool Value)
 Whether this component can potentially influence navigation.
bool GetbIsEditorOnly () const
 If true, the component will be excluded from non-editor builds.
bool IsBeingDestroyed () const
 Returns whether the component is in the process of being destroyed.
void SetIsReplicated (bool ShouldReplicate)
 Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
void DestroyComponent (UObject Object)
 Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
bool ComponentHasTag (FName Tag) const
 See if this component contains the supplied tag.
AActor GetOwner () const
 Follow the Outer chain to get the AActor that 'Owns' this component.
void SetAutoActivate (bool bNewAutoActivate)
 Sets whether the component should be auto activate or not. Only safe during construction scripts.
bool IsActive () const
 Returns whether the component is active or not.
void ToggleActive ()
 Toggles the active state of the component.
void SetActive (bool bNewActive, bool bReset=false)
 Sets whether the component is active or not.
void Activate (bool bReset=false)
 Activates the SceneComponent, should be overridden by native child classes.
void Deactivate ()
 Deactivates the SceneComponent.
float32 GetComponentTickInterval () const
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
void AddTickPrerequisiteActor (AActor PrerequisiteActor)
 Make this component tick after PrerequisiteActor.
void AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Make this component tick after PrerequisiteComponent.
void RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent)
 Remove tick dependency on PrerequisiteComponent.
void SetTickableWhenPaused (bool bTickableWhenPaused)
 Sets whether this component can tick when paused.
bool IsComponentTickEnabled () const
 Returns whether this component has tick enabled or not.
void SetTickGroup (ETickingGroup NewTickGroup)
 Changes the ticking group for this component.
void RemoveTickPrerequisiteActor (AActor PrerequisiteActor)
 Remove tick dependency on PrerequisiteActor.
void SetComponentTickIntervalAndCooldown (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
void SetComponentTickInterval (float32 TickInterval)
 Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
void SetComponentTickEnabled (bool bEnabled)
 Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UExponentialHeightFogComponent Get (const AActor Actor, FName WithName=NAME_None)
static UExponentialHeightFogComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UExponentialHeightFogComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from USceneComponent
static USceneComponent Get (const AActor Actor, FName WithName=NAME_None)
static USceneComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static USceneComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

DirectionalInscattering
float32 DirectionalInscatteringExponent
 Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
FLinearColor DirectionalInscatteringLuminance
 Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
float32 DirectionalInscatteringStartDistance
 Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
ExponentialHeightFogComponent
float32 StartDistance
 Distance from the camera that the fog will start, in world units.
float32 FogMaxOpacity
 Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.
float32 FogCutoffDistance
 Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
FLinearColor FogInscatteringLuminance
FLinearColor SkyAtmosphereAmbientContributionColorScale
 Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. Only effective when r.SupportSkyAtmosphereAffectsHeightFog>0.
float32 FogDensity
 Global density factor.
float32 FogHeightFalloff
 Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
FExponentialHeightFogData SecondFogData
 Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.
InscatteringTexture
float32 InscatteringColorCubemapAngle
 Angle to rotate the InscatteringColorCubemap around the Z axis.
FLinearColor InscatteringTextureTint
 Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
UTextureCube InscatteringColorCubemap
 Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.
float32 FullyDirectionalInscatteringColorDistance
 Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
float32 NonDirectionalInscatteringColorDistance
 Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
VolumetricFog
float32 VolumetricFogStartDistance
 Distance from the camera that the volumetric fog will start, in world units.
bool bEnableVolumetricFog
 Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can't match exponential height fog in general as exponential height fog has non-physical behavior.
float32 VolumetricFogStaticLightingScatteringIntensity
bool bOverrideLightColorsWithFogInscatteringColors
 Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has 'Atmosphere Sun Light' enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.
FLinearColor VolumetricFogEmissive
 Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.
float32 VolumetricFogExtinctionScale
 Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
float32 VolumetricFogDistance
 Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.
float32 VolumetricFogNearFadeInDistance
 Distance over which volumetric fog will fade in from the start distance.
float32 VolumetricFogScatteringDistribution
 Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.
FColor VolumetricFogAlbedo
 The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
Public Attributes inherited from USceneComponent
EDetailMode DetailMode
 If detail mode is >= system detail mode, primitive won't be rendered.
EComponentMobility Mobility
 How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
FVector RelativeLocation
 Location of the component relative to its parent.
bool bAbsoluteRotation
 If RelativeRotation should be considered relative to the world, rather than the parent.
bool bAbsoluteLocation
 If RelativeLocation should be considered relative to the world, rather than the parent.
bool bAbsoluteScale
 If RelativeScale3D should be considered relative to the world, rather than the parent.
FRotator RelativeRotation
 Rotation of the component relative to its parent.
FVector RelativeScale3D
 Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
FVector WorldLocation
const FBoxSphereBounds Bounds
const USceneComponent AttachParent
 What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
FRotator WorldRotation
const FVector ShapeCenter
FQuat ComponentQuat
bool ShouldUpdatePhysicsVolume
 Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
const APhysicsVolume PhysicsVolume
 Physics Volume in which this SceneComponent is located *.
const FVector ComponentVelocity
 Velocity of the component. @see GetComponentVelocity().
const FName AttachSocketName
 Optional socket name on AttachParent that we are attached to.
FTransform WorldTransform
const FVector WorldScale
const int NumChildrenComponents
 Gets the number of attached children components.
bool bShouldUpdatePhysicsVolume
 Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
FPhysicsVolumeChanged PhysicsVolumeChangedDelegate
 Delegate that will be called when PhysicsVolume has been changed *.
bool bUseAttachParentBound
 If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
bool bVisible
 Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
bool bHiddenInGame
 Whether to hide the primitive in game, if the primitive is Visible.
const FVector ForwardVector
 Get the forward (X) unit direction vector from this component, in world space.
const FVector UpVector
 Get the up (Z) unit direction vector from this component, in world space.
FTransform RelativeTransform
 Returns the transform of the component relative to its parent.
const FVector RightVector
 Get the right (Y) unit direction vector from this component, in world space.
const TArray< FName > AllSocketNames
 Gets the names of all the sockets on the component.
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
bool bReplicateUsingRegisteredSubObjectList
 When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
float32 ComponentTickInterval
 Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Rendering

bool bRenderInMainPass
 If true, this component will be rendered in the main pass (basepass, transparency).
bool bHoldout
 If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".
void SetHoldout (bool bNewHoldout)
void SetRenderInMainPass (bool bValue)

Detailed Description

Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

Member Function Documentation

◆ Create()

UExponentialHeightFogComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UExponentialHeightFogComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetbHoldout()

bool GetbHoldout ( ) const

If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".

◆ GetbRenderInMainPass()

bool GetbRenderInMainPass ( ) const

If true, this component will be rendered in the main pass (basepass, transparency).

◆ GetDirectionalInscatteringExponent()

const float32 & GetDirectionalInscatteringExponent ( ) const

Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

◆ GetDirectionalInscatteringStartDistance()

const float32 & GetDirectionalInscatteringStartDistance ( ) const

Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

◆ GetFogCutoffDistance()

const float32 & GetFogCutoffDistance ( ) const

Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.

◆ GetFogDensity()

const float32 & GetFogDensity ( ) const

Global density factor.

◆ GetFogHeightFalloff()

const float32 & GetFogHeightFalloff ( ) const

Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.

◆ GetFogMaxOpacity()

const float32 & GetFogMaxOpacity ( ) const

Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.

◆ GetFullyDirectionalInscatteringColorDistance()

const float32 & GetFullyDirectionalInscatteringColorDistance ( ) const

Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.

◆ GetInscatteringColorCubemap()

UTextureCube GetInscatteringColorCubemap ( ) const

Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.

◆ GetInscatteringColorCubemapAngle()

const float32 & GetInscatteringColorCubemapAngle ( ) const

Angle to rotate the InscatteringColorCubemap around the Z axis.

◆ GetInscatteringTextureTint()

const FLinearColor & GetInscatteringTextureTint ( ) const

Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.

◆ GetNonDirectionalInscatteringColorDistance()

const float32 & GetNonDirectionalInscatteringColorDistance ( ) const

Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.

◆ GetOrCreate()

UExponentialHeightFogComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ GetSecondFogData()

const FExponentialHeightFogData & GetSecondFogData ( ) const

Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.

◆ GetStartDistance()

const float32 & GetStartDistance ( ) const

Distance from the camera that the fog will start, in world units.

◆ GetVolumetricFogAlbedo()

const FColor & GetVolumetricFogAlbedo ( ) const

The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.

◆ GetVolumetricFogDistance()

const float32 & GetVolumetricFogDistance ( ) const

Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.

◆ GetVolumetricFogEmissive()

const FLinearColor & GetVolumetricFogEmissive ( ) const

Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.

◆ GetVolumetricFogExtinctionScale()

const float32 & GetVolumetricFogExtinctionScale ( ) const

Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.

◆ GetVolumetricFogScatteringDistribution()

const float32 & GetVolumetricFogScatteringDistribution ( ) const

Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.

◆ SetbHoldout()

void SetbHoldout ( bool Value)

If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".

◆ SetbRenderInMainPass()

void SetbRenderInMainPass ( bool Value)

If true, this component will be rendered in the main pass (basepass, transparency).

◆ SetDirectionalInscatteringColor()

void SetDirectionalInscatteringColor ( FLinearColor Value)

◆ SetDirectionalInscatteringExponent()

void SetDirectionalInscatteringExponent ( float32 Value)

◆ SetDirectionalInscatteringStartDistance()

void SetDirectionalInscatteringStartDistance ( float32 Value)

◆ SetFogCutoffDistance()

void SetFogCutoffDistance ( float32 Value)

◆ SetFogDensity()

void SetFogDensity ( float32 Value)

◆ SetFogHeightFalloff()

void SetFogHeightFalloff ( float32 Value)

◆ SetFogInscatteringColor()

void SetFogInscatteringColor ( FLinearColor Value)

◆ SetFogMaxOpacity()

void SetFogMaxOpacity ( float32 Value)

◆ SetFullyDirectionalInscatteringColorDistance()

void SetFullyDirectionalInscatteringColorDistance ( float32 Value)

◆ SetHoldout()

void SetHoldout ( bool bNewHoldout)

◆ SetInscatteringColorCubemap()

void SetInscatteringColorCubemap ( UTextureCube Value)

◆ SetInscatteringColorCubemapAngle()

void SetInscatteringColorCubemapAngle ( float32 Value)

◆ SetInscatteringTextureTint()

void SetInscatteringTextureTint ( FLinearColor Value)

◆ SetNonDirectionalInscatteringColorDistance()

void SetNonDirectionalInscatteringColorDistance ( float32 Value)

◆ SetRenderInMainPass()

void SetRenderInMainPass ( bool bValue)

◆ SetSecondFogData()

void SetSecondFogData ( FExponentialHeightFogData NewValue)

◆ SetSecondFogDensity()

void SetSecondFogDensity ( float32 Value)

◆ SetSecondFogHeightFalloff()

void SetSecondFogHeightFalloff ( float32 Value)

◆ SetSecondFogHeightOffset()

void SetSecondFogHeightOffset ( float32 Value)

◆ SetStartDistance()

void SetStartDistance ( float32 Value)

◆ SetVolumetricFog()

void SetVolumetricFog ( bool bNewValue)

◆ SetVolumetricFogAlbedo()

void SetVolumetricFogAlbedo ( FColor NewValue)

◆ SetVolumetricFogDistance()

void SetVolumetricFogDistance ( float32 NewValue)

◆ SetVolumetricFogEmissive()

void SetVolumetricFogEmissive ( FLinearColor NewValue)

◆ SetVolumetricFogExtinctionScale()

void SetVolumetricFogExtinctionScale ( float32 NewValue)

◆ SetVolumetricFogScatteringDistribution()

void SetVolumetricFogScatteringDistribution ( float32 NewValue)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bEnableVolumetricFog

bool bEnableVolumetricFog

Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can't match exponential height fog in general as exponential height fog has non-physical behavior.

◆ bHoldout

bool bHoldout

If this is True, this primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature required the project setting "Enable alpha channel support in post processing".

◆ bOverrideLightColorsWithFogInscatteringColors

bool bOverrideLightColorsWithFogInscatteringColors

Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has 'Atmosphere Sun Light' enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.

◆ bRenderInMainPass

bool bRenderInMainPass

If true, this component will be rendered in the main pass (basepass, transparency).

◆ DirectionalInscatteringExponent

float32 DirectionalInscatteringExponent

Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

◆ DirectionalInscatteringLuminance

FLinearColor DirectionalInscatteringLuminance

Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

◆ DirectionalInscatteringStartDistance

float32 DirectionalInscatteringStartDistance

Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

◆ FogCutoffDistance

float32 FogCutoffDistance

Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.

◆ FogDensity

float32 FogDensity

Global density factor.

◆ FogHeightFalloff

float32 FogHeightFalloff

Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.

◆ FogInscatteringLuminance

FLinearColor FogInscatteringLuminance

◆ FogMaxOpacity

float32 FogMaxOpacity

Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.

◆ FullyDirectionalInscatteringColorDistance

float32 FullyDirectionalInscatteringColorDistance

Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.

◆ InscatteringColorCubemap

UTextureCube InscatteringColorCubemap

Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.

◆ InscatteringColorCubemapAngle

float32 InscatteringColorCubemapAngle

Angle to rotate the InscatteringColorCubemap around the Z axis.

◆ InscatteringTextureTint

FLinearColor InscatteringTextureTint

Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.

◆ NonDirectionalInscatteringColorDistance

float32 NonDirectionalInscatteringColorDistance

Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.

◆ SecondFogData

Settings for the second fog. Setting the density of this to 0 means it doesn't have any influence.

◆ SkyAtmosphereAmbientContributionColorScale

FLinearColor SkyAtmosphereAmbientContributionColorScale

Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. Only effective when r.SupportSkyAtmosphereAffectsHeightFog>0.

◆ StartDistance

float32 StartDistance

Distance from the camera that the fog will start, in world units.

◆ VolumetricFogAlbedo

FColor VolumetricFogAlbedo

The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.

◆ VolumetricFogDistance

float32 VolumetricFogDistance

Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.

◆ VolumetricFogEmissive

FLinearColor VolumetricFogEmissive

Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don't affect volumetric fog at all.

◆ VolumetricFogExtinctionScale

float32 VolumetricFogExtinctionScale

Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.

◆ VolumetricFogNearFadeInDistance

float32 VolumetricFogNearFadeInDistance

Distance over which volumetric fog will fade in from the start distance.

◆ VolumetricFogScatteringDistribution

float32 VolumetricFogScatteringDistribution

Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.

◆ VolumetricFogStartDistance

float32 VolumetricFogStartDistance

Distance from the camera that the volumetric fog will start, in world units.

◆ VolumetricFogStaticLightingScatteringIntensity

float32 VolumetricFogStaticLightingScatteringIntensity