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

This is the complete list of members for ULocalLightComponent, 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
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
AttenuationRadiusULocalLightComponent
bAbsoluteLocationUSceneComponent
bAbsoluteRotationUSceneComponent
bAbsoluteScaleUSceneComponent
bAffectGlobalIlluminationULightComponentBase
bAffectReflectionULightComponentBase
bAffectsWorldULightComponentBase
bAffectTranslucentLightingULightComponentBase
bAutoActivateUActorComponent
bCastDeepShadowULightComponentBase
bCastShadowsFromCinematicObjectsOnlyULightComponent
bCastVolumetricShadowULightComponentBase
BeginPlay()UActorComponent
bEnableLightShaftBloomULightComponent
bForceCachedShadowsForMovablePrimitivesULightComponent
bHiddenInGameUSceneComponent
bIsEditorOnlyUActorComponent
BloomMaxBrightnessULightComponent
BloomScaleULightComponent
BloomThresholdULightComponent
BloomTintULightComponent
BoundsUSceneComponent
bReplicatesUActorComponent
bReplicateUsingRegisteredSubObjectListUActorComponent
bShouldUpdatePhysicsVolumeUSceneComponent
bTransmissionULightComponentBase
bUseAttachParentBoundUSceneComponent
bUseIESBrightnessULightComponent
bUseRayTracedDistanceFieldShadowsULightComponent
bUseTemperatureULightComponent
bVisibleUSceneComponent
CastDynamicShadowsULightComponentBase
CastRaytracedShadowULightComponentBase
CastShadowsULightComponentBase
CastStaticShadowsULightComponentBase
CastTranslucentShadowsULightComponent
ClassUObject
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)ULocalLightComponentstatic
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
DoesSocketExist(FName InSocketName) constUSceneComponent
EndPlay(EEndPlayReason EndPlayReason)UActorComponent
ForwardVectorUSceneComponent
Get(const AActor Actor, FName WithName=NAME_None)ULocalLightComponentstatic
GetAllSocketNames() constUSceneComponent
GetAttachParent() constUSceneComponent
GetAttachSocketName() constUSceneComponent
GetAttenuationRadius() constULocalLightComponent
GetbAbsoluteLocation() constUSceneComponent
GetbAbsoluteRotation() constUSceneComponent
GetbAbsoluteScale() constUSceneComponent
GetbAffectGlobalIllumination() constULightComponentBase
GetbAffectReflection() constULightComponentBase
GetbAffectsWorld() constULightComponentBase
GetbAffectTranslucentLighting() constULightComponentBase
GetbAutoActivate() constUActorComponent
GetbCastDeepShadow() constULightComponentBase
GetbCastShadowsFromCinematicObjectsOnly() constULightComponent
GetbCastVolumetricShadow() constULightComponentBase
GetbEnableLightShaftBloom() constULightComponent
GetbForceCachedShadowsForMovablePrimitives() constULightComponent
GetbHiddenInGame() constUSceneComponent
GetbIsEditorOnly() constUActorComponent
GetBloomMaxBrightness() constULightComponent
GetBloomScale() constULightComponent
GetBloomThreshold() constULightComponent
GetBloomTint() constULightComponent
GetBounds() constUSceneComponent
GetbReplicates() constUActorComponent
GetbReplicateUsingRegisteredSubObjectList() constUActorComponent
GetbShouldUpdatePhysicsVolume() constUSceneComponent
GetbTransmission() constULightComponentBase
GetbUseAttachParentBound() constUSceneComponent
GetbUseIESBrightness() constULightComponent
GetbUseTemperature() constULightComponent
GetbVisible() constUSceneComponent
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
GetForwardVector() constUSceneComponent
GetFullName(const UObject StopOuter=nullptr) constUObject
GetIESBrightnessScale() constULightComponent
GetIESTexture() constULightComponent
GetIntensityUnits() constULocalLightComponent
GetIsRooted() constUObject
GetLightColor() constULightComponentBase
GetLightFunctionFadeDistance() constULightComponent
GetLightFunctionMaterial() constULightComponent
GetLightFunctionScale() constULightComponent
GetLightingChannels() constULightComponent
GetMobility() constUSceneComponent
GetName() constUObject
GetNumChildrenComponents() constUSceneComponent
GetOrCreate(AActor Actor, FName WithName=NAME_None)ULocalLightComponentstatic
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
GetShadowBias() constULightComponent
GetShadowSlopeBias() constULightComponent
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
GetUnitsConversionFactor(ELightUnits SrcUnits, ELightUnits TargetUnits, float32 CosHalfConeAngle=- 1.000000)ULocalLightComponentstatic
GetUpVector() constUSceneComponent
GetWorld() constUObject
GetWorldLocation() constUSceneComponent
GetWorldRotation() constUSceneComponent
GetWorldScale() constUSceneComponent
GetWorldTransform() constUSceneComponent
HasBegunPlay() constUActorComponent
IESBrightnessScaleULightComponent
IESTextureULightComponent
IndirectLightingIntensityULightComponentBase
IntensityULightComponentBase
IntensityUnitsULocalLightComponent
InverseExposureBlendULocalLightComponent
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
LightmassSettingsULocalLightComponent
LoadConfig()UObject
MarkPackageDirty() constUObject
MarkRenderStateDirty()UActorComponent
MaxDistanceFadeRangeULightComponent
MaxDrawDistanceULightComponent
MobilityUSceneComponent
Modify(bool bAlwaysMarkDirty=true)UObject
NameUObject
NumChildrenComponentsUSceneComponent
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
SetAttenuationRadius(float32 NewRadius)ULocalLightComponent
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
SetbAutoActivate(bool Value)UActorComponent
SetbCanEverAffectNavigation(bool Value)UActorComponent
SetbCastDeepShadow(bool Value)ULightComponentBase
SetbCastShadowsFromCinematicObjectsOnly(bool Value)ULightComponent
SetbCastVolumetricShadow(bool Value)ULightComponentBase
SetbEditableWhenInherited(bool Value)UActorComponent
SetbEnableLightShaftBloom(bool Value)ULightComponent
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
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
SetbUseTemperature(bool Value)ULightComponent
SetbVisible(bool Value)USceneComponent
SetbVisualizeComponent(bool bVisualize)USceneComponent
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
SetEnableLightShaftBloom(bool bNewValue)ULightComponent
SetForceCachedShadowsForMovablePrimitives(bool bNewValue)ULightComponent
SetHiddenInGame(bool NewHidden, bool bPropagateToChildren=false)USceneComponent
SetIESBrightnessScale(float32 NewValue)ULightComponent
SetIESTexture(UTextureLightProfile NewValue)ULightComponent
SetIndirectLightingIntensity(float32 NewIntensity)ULightComponent
SetIntensity(float32 NewIntensity)ULightComponent
SetIntensityUnits(ELightUnits NewIntensityUnits)ULocalLightComponent
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
SetMobility(EComponentMobility NewMobility)USceneComponent
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
SetShadowBias(float32 NewValue)ULightComponent
SetShadowSlopeBias(float32 NewValue)ULightComponent
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
ShadowBiasULightComponent
ShadowResolutionScaleULightComponent
ShadowSharpenULightComponent
ShadowSlopeBiasULightComponent
ShapeCenterUSceneComponent
ShouldUpdatePhysicsVolumeUSceneComponent
SpecularScaleULightComponent
StaticClass()ULocalLightComponentstatic
TemperatureULightComponent
Tick(float32 DeltaSeconds)UActorComponent
ToggleActive()UActorComponent
ToggleVisibility(bool bPropagateToChildren=false)USceneComponent
ToString() constUObject
UpVectorUSceneComponent
VolumetricScatteringIntensityULightComponentBase
WorldUObject
WorldLocationUSceneComponent
WorldRotationUSceneComponent
WorldScaleUSceneComponent
WorldTransformUSceneComponent