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

Public Member Functions

Functions
void SetbOverrideInverseExposureBlend (bool Value)
 When enabled we will override the project default setting with our local setting.
Public Member Functions inherited from UParticleModule
void Setb3DDrawMode (bool Value)
 If true, the module should render its 3D visualization helper.
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 UClass StaticClass ()
Static Public Member Functions inherited from UParticleModuleLightBase
static UClass StaticClass ()
Static Public Member Functions inherited from UParticleModule
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Light
FRawDistributionFloat RadiusScale
 Scales the particle's radius, to calculate the light's radius.
bool bAffectsTranslucency
 Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost.
bool bPreviewLightRadius
 Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled.
float32 SpawnFraction
 Fraction of particles in this emitter to create lights on.
FRawDistributionVector ColorScaleOverLife
 Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime.
FRawDistributionFloat BrightnessOverLife
 Brightness scale for the light, which can be setup as a curve over the particle's lifetime.
bool bUseInverseSquaredFalloff
 Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead.
FRawDistributionFloat LightExponent
 Provides the light's exponent when inverse squared falloff is disabled.
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.
FLightingChannels LightingChannels
 Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
float32 VolumetricScatteringIntensity
 Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
bool bHighQualityLights
 Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU.
bool bShadowCastingLights
 Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution.
Public Attributes inherited from UParticleModule
FColor ModuleEditorColor
 The color to draw the modules curves in the curve editor. If bCurvesAsColor is true, it overrides this value.
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

Member Function Documentation

◆ SetbOverrideInverseExposureBlend()

void SetbOverrideInverseExposureBlend ( bool Value)

When enabled we will override the project default setting with our local setting.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bAffectsTranslucency

bool bAffectsTranslucency

Whether lights from this module should affect translucency. Use with caution. Modules enabling this should only make a few particle lights at most, and the smaller they are, the less they will cost.

◆ bHighQualityLights

bool bHighQualityLights

Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU.

◆ bPreviewLightRadius

bool bPreviewLightRadius

Will draw wireframe spheres to preview the light radius if enabled. Note: this is intended for previewing and the value will not be saved, it will always revert to disabled.

◆ BrightnessOverLife

FRawDistributionFloat BrightnessOverLife

Brightness scale for the light, which can be setup as a curve over the particle's lifetime.

◆ bShadowCastingLights

bool bShadowCastingLights

Whether to cast shadows from the particle lights. Requires High Quality Lights to be enabled. Warning: This can be incredibly expensive on the GPU - use with caution.

◆ bUseInverseSquaredFalloff

bool bUseInverseSquaredFalloff

Whether to use physically based inverse squared falloff from the light. If unchecked, the LightExponent distribution will be used instead.

◆ ColorScaleOverLife

FRawDistributionVector ColorScaleOverLife

Scale that is applied to the particle's color to calculate the light's color, and can be setup as a curve over the particle's lifetime.

◆ InverseExposureBlend

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.

◆ LightExponent

FRawDistributionFloat LightExponent

Provides the light's exponent when inverse squared falloff is disabled.

◆ LightingChannels

FLightingChannels LightingChannels

Channels that this light should affect. Only affect high quality lights These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

◆ RadiusScale

FRawDistributionFloat RadiusScale

Scales the particle's radius, to calculate the light's radius.

◆ SpawnFraction

float32 SpawnFraction

Fraction of particles in this emitter to create lights on.

◆ VolumetricScatteringIntensity

float32 VolumetricScatteringIntensity

Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.