A light component which emits light from a single point equally in all directions.
More...
|
| void | SetIntensityUnits (ELightUnits NewIntensityUnits) |
| | Set the units used for the intensity of the light.
|
| const float32 & | GetAttenuationRadius () const |
| | Bounds the light's visible influence. This clamping of the light's influence is not physically correct but very important for performance, larger lights cost more.
|
| const ELightUnits & | GetIntensityUnits () const |
| | Units used for the intensity. The peak luminous intensity is measured in candelas, while the luminous power is measured in lumens.
|
| void | SetLightFunctionMaterial (UMaterialInterface NewLightFunctionMaterial) |
| void | SetBloomMaxBrightness (float32 NewValue) |
| void | SetBloomScale (float32 NewValue) |
| void | SetBloomThreshold (float32 NewValue) |
| void | SetBloomTint (FColor NewValue) |
| void | SetEnableLightShaftBloom (bool bNewValue) |
| void | SetForceCachedShadowsForMovablePrimitives (bool bNewValue) |
| void | SetIESBrightnessScale (float32 NewValue) |
| void | SetIESTexture (UTextureLightProfile NewValue) |
| void | SetIndirectLightingIntensity (float32 NewIntensity) |
| void | SetIntensity (float32 NewIntensity) |
| | Set intensity of the light.
|
| void | SetLightColor (FLinearColor NewLightColor, bool bSRGB=true) |
| | Set color of the light.
|
| void | SetLightFunctionDisabledBrightness (float32 NewValue) |
| void | SetLightFunctionFadeDistance (float32 NewLightFunctionFadeDistance) |
| void | SetAffectTranslucentLighting (bool bNewValue) |
| void | SetLightFunctionScale (FVector NewLightFunctionScale) |
| void | SetLightingChannels (bool bChannel0, bool bChannel1, bool bChannel2) |
| void | SetShadowBias (float32 NewValue) |
| void | SetShadowSlopeBias (float32 NewValue) |
| void | SetSpecularScale (float32 NewValue) |
| void | SetTemperature (float32 NewTemperature) |
| void | SetTransmission (bool bNewValue) |
| void | SetUseIESBrightness (bool bNewValue) |
| void | SetUseTemperature (bool bNewValue) |
| void | SetVolumetricScatteringIntensity (float32 NewIntensity) |
| bool | GetbUseTemperature () const |
| | false: use white (D65) as illuminant.
|
| void | SetbUseTemperature (bool Value) |
| | false: use white (D65) as illuminant.
|
| const float32 & | GetTemperature () const |
| | Color temperature in Kelvin of the blackbody illuminant. White (D65) is 6500K.
|
| const float32 & | GetSpecularScale () const |
| | Multiplier on specular highlights. Use only with great care! Any value besides 1 is not physical! Can be used to artistically remove highlights mimicking polarizing filters or photo touch up.
|
| const float32 & | GetShadowBias () const |
| | Controls how accurate self shadowing of whole scene shadows from this light are. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won't be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadows.
|
| const float32 & | GetShadowSlopeBias () const |
| | Controls how accurate self shadowing of whole scene shadows from this light are. This works in addition to shadow bias, by increasing the amount of bias depending on the slope of a surface. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won't be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadows.
|
| bool | GetContactShadowLengthInWS () const |
| | Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units.
|
| void | SetContactShadowLengthInWS (bool Value) |
| | Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units.
|
| bool | GetCastTranslucentShadows () const |
| | Whether the light is allowed to cast dynamic shadows from translucency.
|
| void | SetCastTranslucentShadows (bool Value) |
| | Whether the light is allowed to cast dynamic shadows from translucency.
|
| bool | GetbCastShadowsFromCinematicObjectsOnly () const |
| | Whether the light should only cast shadows from components marked as bCastCinematicShadows. This is useful for setting up cinematic Movable spotlights aimed at characters and avoiding the shadow depth rendering costs of the background. Note: this only works with dynamic shadow maps, not with static shadowing or Ray Traced Distance Field shadows.
|
| void | SetbCastShadowsFromCinematicObjectsOnly (bool Value) |
| | Whether the light should only cast shadows from components marked as bCastCinematicShadows. This is useful for setting up cinematic Movable spotlights aimed at characters and avoiding the shadow depth rendering costs of the background. Note: this only works with dynamic shadow maps, not with static shadowing or Ray Traced Distance Field shadows.
|
| bool | GetbForceCachedShadowsForMovablePrimitives () const |
| | Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0.
|
| void | SetbForceCachedShadowsForMovablePrimitives (bool Value) |
| | Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0.
|
| const FLightingChannels & | GetLightingChannels () const |
| | Channels that this light should affect. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
|
| UMaterialInterface | GetLightFunctionMaterial () const |
| | The light function material to be applied to this light. Note that only non-lightmapped lights (UseDirectLightMap=False) can have a light function. Light functions are supported within VolumetricFog, but only for Directional, Point and Spot lights. Rect lights are not supported.
|
| const FVector & | GetLightFunctionScale () const |
| | Scales the light function projection. X and Y scale in the directions perpendicular to the light's direction, Z scales along the light direction.
|
| UTextureLightProfile | GetIESTexture () const |
| | IES texture (light profiles from real world measured data).
|
| bool | GetbUseIESBrightness () const |
| | true: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking. Use with InverseSquareFalloff. Will be disabled if a valid IES profile texture is not supplied.
|
| void | SetbUseIESBrightness (bool Value) |
| | true: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking. Use with InverseSquareFalloff. Will be disabled if a valid IES profile texture is not supplied.
|
| const float32 & | GetIESBrightnessScale () const |
| | Global scale for IES brightness contribution. Only available when "Use IES Brightness" is selected, and a valid IES profile texture is set.
|
| const float32 & | GetLightFunctionFadeDistance () const |
| | Distance at which the light function should be completely faded to DisabledBrightness. This is useful for hiding aliasing from light functions applied in the distance.
|
| bool | GetbEnableLightShaftBloom () const |
| | Whether to render light shaft bloom from this light. For directional lights, the color around the light direction will be blurred radially and added back to the scene. for point lights, the color on pixels closer than the light's SourceRadius will be blurred radially and added back to the scene.
|
| void | SetbEnableLightShaftBloom (bool Value) |
| | Whether to render light shaft bloom from this light. For directional lights, the color around the light direction will be blurred radially and added back to the scene. for point lights, the color on pixels closer than the light's SourceRadius will be blurred radially and added back to the scene.
|
| const float32 & | GetBloomScale () const |
| | Scales the additive color.
|
| const float32 & | GetBloomThreshold () const |
| | Scene color must be larger than this to create bloom in the light shafts.
|
| const float32 & | GetBloomMaxBrightness () const |
| | After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness.
|
| const FColor & | GetBloomTint () const |
| | Multiplies against scene color to create the bloom color.
|
| void | SetSamplesPerPixel (int NewValue) |
| void | SetAffectGlobalIllumination (bool bNewValue) |
| void | SetAffectReflection (bool bNewValue) |
| void | SetCastDeepShadow (bool bNewValue) |
| void | SetCastRaytracedShadow (bool bNewValue) |
| void | SetCastRaytracedShadows (ECastRayTracedShadow bNewValue) |
| void | SetCastShadows (bool bNewValue) |
| | Sets whether this light casts shadows.
|
| void | SetCastVolumetricShadow (bool bNewValue) |
| FLinearColor | GetLightColor () const |
| | Gets the light color as a linear color.
|
| bool | GetbAffectsWorld () const |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
|
| void | SetbAffectsWorld (bool Value) |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
|
| bool | GetCastShadows () const |
| | Whether the light should cast any shadows.
|
| bool | GetCastStaticShadows () const |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
|
| void | SetCastStaticShadows (bool Value) |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
|
| bool | GetCastDynamicShadows () const |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
|
| void | SetCastDynamicShadows (bool Value) |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
|
| void | SetLightColor (FColor Value) |
| | Filter color of the light. Note that this can change the light's effective intensity.
|
| bool | GetbAffectTranslucentLighting () const |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
|
| void | SetbAffectTranslucentLighting (bool Value) |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
|
| bool | GetbTransmission () const |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
|
| void | SetbTransmission (bool Value) |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
|
| bool | GetbCastVolumetricShadow () const |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
|
| void | SetbCastVolumetricShadow (bool Value) |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
|
| bool | GetbCastDeepShadow () const |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
|
| void | SetbCastDeepShadow (bool Value) |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
|
| const ECastRayTracedShadow & | GetCastRaytracedShadow () const |
| bool | GetbAffectReflection () const |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
|
| void | SetbAffectReflection (bool Value) |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
|
| bool | GetbAffectGlobalIllumination () const |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
|
| void | SetbAffectGlobalIllumination (bool Value) |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
|
| const int & | GetSamplesPerPixel () const |
| | Samples per pixel for ray tracing.
|
| 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.
|
| 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.
|
| 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 |
|
| FLightmassPointLightSettings | LightmassSettings |
| | The Lightmass settings for this object.
|
| ELightUnits | IntensityUnits |
| | Units used for the intensity. The peak luminous intensity is measured in candelas, while the luminous power is measured in lumens.
|
| float32 | AttenuationRadius |
| | Bounds the light's visible influence. This clamping of the light's influence is not physically correct but very important for performance, larger lights cost more.
|
| float32 | InverseExposureBlend |
| | Blend Factor used to blend between Intensity and Intensity/Exposure. This is useful for gameplay lights that should have constant brighness on screen independent of current exposure. This feature can cause issues with exposure particularly when used on the primary light on a scene, as such it's usage should be limited.
|
| float32 | RayStartOffsetDepthScale |
| | Controls how large of an offset ray traced shadows have from the receiving surface as the camera gets further away. This can be useful to hide self-shadowing artifacts from low resolution distance fields on huge static meshes.
|
| bool | bUseRayTracedDistanceFieldShadows |
| | Whether to use ray traced distance field area shadows. The project setting bGenerateMeshDistanceFields must be enabled for this to have effect. Distance field shadows support area lights so they create soft shadows with sharp contacts. They have less aliasing artifacts than standard shadowmaps, but inherit all the limitations of distance field representations (only uniform scale, no deformation). These shadows have a low per-object cost (and don't depend on triangle count) so they are effective for distant shadows from a dynamic sun.
|
| float32 | ShadowSharpen |
| | Amount to sharpen shadow filtering.
|
| float32 | ContactShadowLength |
| | Length of screen space ray trace for sharp contact shadows. Zero is disabled.
|
| float32 | ContactShadowCastingIntensity |
| | Intensity of the shadows cast by primitives with "cast contact shadow" enabled. 0 = no shadow, 1 (default) = fully shadowed.
|
| float32 | ContactShadowNonCastingIntensity |
| | Intensity of the shadows cast by primitives with "cast contact shadow" disabled. 0 (default) = no shadow, 1 = fully shadowed.
|
| float32 | ShadowResolutionScale |
| | Scales the resolution of shadowmaps used to shadow this light. By default shadowmap resolution is chosen based on screen size of the caster. Setting the scale to zero disables shadow maps, but does not disable, e.g., contact shadows. Note: shadowmap resolution is still clamped by 'r.Shadow.MaxResolution'.
|
| bool | ContactShadowLengthInWS |
| | Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units.
|
| const FLightingChannels | LightingChannels |
| | Channels that this light should affect. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
|
| float32 | Temperature |
| | Color temperature in Kelvin of the blackbody illuminant. White (D65) is 6500K.
|
| bool | bUseTemperature |
| | false: use white (D65) as illuminant.
|
| float32 | SpecularScale |
| | Multiplier on specular highlights. Use only with great care! Any value besides 1 is not physical! Can be used to artistically remove highlights mimicking polarizing filters or photo touch up.
|
| float32 | ShadowBias |
| | Controls how accurate self shadowing of whole scene shadows from this light are. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won't be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadows.
|
| float32 | ShadowSlopeBias |
| | Controls how accurate self shadowing of whole scene shadows from this light are. This works in addition to shadow bias, by increasing the amount of bias depending on the slope of a surface. At 0, shadows will start at the their caster surface, but there will be many self shadowing artifacts. larger values, shadows will start further from their caster, and there won't be self shadowing artifacts but object might appear to fly. around 0.5 seems to be a good tradeoff. This also affects the soft transition of shadows.
|
| bool | bForceCachedShadowsForMovablePrimitives |
| | Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0.
|
| bool | CastTranslucentShadows |
| | Whether the light is allowed to cast dynamic shadows from translucency.
|
| bool | bCastShadowsFromCinematicObjectsOnly |
| | Whether the light should only cast shadows from components marked as bCastCinematicShadows. This is useful for setting up cinematic Movable spotlights aimed at characters and avoiding the shadow depth rendering costs of the background. Note: this only works with dynamic shadow maps, not with static shadowing or Ray Traced Distance Field shadows.
|
| UMaterialInterface | LightFunctionMaterial |
| | The light function material to be applied to this light. Note that only non-lightmapped lights (UseDirectLightMap=False) can have a light function. Light functions are supported within VolumetricFog, but only for Directional, Point and Spot lights. Rect lights are not supported.
|
| float32 | DisabledBrightness |
| | Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows. This should be set to the average brightness of the light function material's emissive input, which should be between 0 and 1.
|
| float32 | LightFunctionFadeDistance |
| | Distance at which the light function should be completely faded to DisabledBrightness. This is useful for hiding aliasing from light functions applied in the distance.
|
| FVector | LightFunctionScale |
| | Scales the light function projection. X and Y scale in the directions perpendicular to the light's direction, Z scales along the light direction.
|
| float32 | IESBrightnessScale |
| | Global scale for IES brightness contribution. Only available when "Use IES Brightness" is selected, and a valid IES profile texture is set.
|
| UTextureLightProfile | IESTexture |
| | IES texture (light profiles from real world measured data).
|
| bool | bUseIESBrightness |
| | true: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking. Use with InverseSquareFalloff. Will be disabled if a valid IES profile texture is not supplied.
|
| float32 | BloomMaxBrightness |
| | After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness.
|
| bool | bEnableLightShaftBloom |
| | Whether to render light shaft bloom from this light. For directional lights, the color around the light direction will be blurred radially and added back to the scene. for point lights, the color on pixels closer than the light's SourceRadius will be blurred radially and added back to the scene.
|
| float32 | BloomScale |
| | Scales the additive color.
|
| float32 | BloomThreshold |
| | Scene color must be larger than this to create bloom in the light shafts.
|
| FColor | BloomTint |
| | Multiplies against scene color to create the bloom color.
|
| float32 | MaxDistanceFadeRange |
| float32 | MaxDrawDistance |
| bool | CastDynamicShadows |
| | Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.
|
| float32 | DeepShadowLayerDistribution |
| | Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).
|
| float32 | IndirectLightingIntensity |
| | Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.
|
| float32 | VolumetricScatteringIntensity |
| | Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
|
| FLinearColor | LightColor |
| | Filter color of the light. Note that this can change the light's effective intensity.
|
| bool | bAffectsWorld |
| | Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.
|
| bool | CastShadows |
| | Whether the light should cast any shadows.
|
| bool | CastStaticShadows |
| | Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.
|
| float32 | Intensity |
| | Total energy that the light emits.
|
| bool | bAffectTranslucentLighting |
| | Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.
|
| bool | bTransmission |
| | Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.
|
| bool | bCastVolumetricShadow |
| | Whether the light shadows volumetric fog. Disabling this can save GPU time.
|
| bool | bCastDeepShadow |
| | Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.
|
| ECastRayTracedShadow | CastRaytracedShadow |
| bool | bAffectReflection |
| | Whether the light affects objects in reflections, when ray-traced reflection is enabled.
|
| bool | bAffectGlobalIllumination |
| | Whether the light affects global illumination, when ray-traced global illumination is enabled.
|
| int | SamplesPerPixel |
| | Samples per pixel for ray tracing.
|
| 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.
|
| 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.
|
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |