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Class DirectionalLightComponent

A light component that has parallel rays. Will provide a uniform lighting across any affected surface (eg. The Sun). This will affect all objects in the defined light-mass importance volume.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
LightComponentBase
LightComponent
DirectionalLightComponent
Inherited Members
LightComponent.SetAffectDynamicIndirectLighting(Boolean)
LightComponent.SetAffectTranslucentLighting(Boolean)
LightComponent.SetBloomScale(Single)
LightComponent.SetBloomThreshold(Single)
LightComponent.SetBloomTint(Color)
LightComponent.SetEnableLightShaftBloom(Boolean)
LightComponent.SetForceCachedShadowsForMovablePrimitives(Boolean)
LightComponent.SetIESTexture(TextureLightProfile)
LightComponent.SetIndirectLightingIntensity(Single)
LightComponent.SetIntensity(Single)
LightComponent.SetLightColor(LinearColor, Boolean)
LightComponent.SetLightFunctionDisabledBrightness(Single)
LightComponent.SetLightFunctionFadeDistance(Single)
LightComponent.SetLightFunctionMaterial(MaterialInterface)
LightComponent.SetLightFunctionScale(Vector)
LightComponent.SetShadowBias(Single)
LightComponent.SetTemperature(Single)
LightComponent.SetTransmission(Boolean)
LightComponent.SetVolumetricScatteringIntensity(Single)
LightComponent.Temperature
LightComponent.MaxDrawDistance
LightComponent.MaxDistanceFadeRange
LightComponent.bUseTemperature
LightComponent.SpecularScale
LightComponent.ShadowResolutionScale
LightComponent.ShadowBias
LightComponent.ShadowSharpen
LightComponent.ContactShadowLength
LightComponent.ContactShadowLengthInWS
LightComponent.CastTranslucentShadows
LightComponent.bCastShadowsFromCinematicObjectsOnly
LightComponent.bAffectDynamicIndirectLighting
LightComponent.bForceCachedShadowsForMovablePrimitives
LightComponent.LightingChannels
LightComponent.LightFunctionMaterial
LightComponent.LightFunctionScale
LightComponent.IESTexture
LightComponent.bUseIESBrightness
LightComponent.IESBrightnessScale
LightComponent.LightFunctionFadeDistance
LightComponent.DisabledBrightness
LightComponent.bEnableLightShaftBloom
LightComponent.BloomScale
LightComponent.BloomThreshold
LightComponent.BloomTint
LightComponent.bUseRayTracedDistanceFieldShadows
LightComponent.RayStartOffsetDepthScale
LightComponentBase.GetLightColor()
LightComponentBase.SetCastShadows(Boolean)
LightComponentBase.SetCastVolumetricShadow(Boolean)
LightComponentBase.LightGuid
LightComponentBase.Intensity
LightComponentBase.LightColor
LightComponentBase.bAffectsWorld
LightComponentBase.CastShadows
LightComponentBase.CastStaticShadows
LightComponentBase.CastDynamicShadows
LightComponentBase.bAffectTranslucentLighting
LightComponentBase.bTransmission
LightComponentBase.bCastVolumetricShadow
LightComponentBase.IndirectLightingIntensity
LightComponentBase.VolumetricScatteringIntensity
LightComponentBase.StaticEditorTexture
LightComponentBase.StaticEditorTextureScale
LightComponentBase.DynamicEditorTexture
LightComponentBase.DynamicEditorTextureScale
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class DirectionalLightComponent : LightComponent

Properties

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bCastModulatedShadows

Declaration
public bool bCastModulatedShadows { get; }
Property Value
Type Description
System.Boolean
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bEnableLightShaftOcclusion

Declaration
public bool bEnableLightShaftOcclusion { get; }
Property Value
Type Description
System.Boolean
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bUsedAsAtmosphereSunLight

Declaration
public bool bUsedAsAtmosphereSunLight { get; }
Property Value
Type Description
System.Boolean
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bUseInsetShadowsForMovableObjects

Declaration
public bool bUseInsetShadowsForMovableObjects { get; }
Property Value
Type Description
System.Boolean
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CascadeDistributionExponent

Controls whether the cascades are distributed closer to the camera (larger exponent) or further from the camera (smaller exponent).

Declaration
public float CascadeDistributionExponent { get; }
Property Value
Type Description
System.Single
Remarks

An exponent of 1 means that cascade transitions will happen at a distance proportional to their resolution.

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CascadeTransitionFraction

Proportion of the fade region between cascades.

Declaration
public float CascadeTransitionFraction { get; }
Property Value
Type Description
System.Single
Remarks

Pixels within the fade region of two cascades have their shadows blended to avoid hard transitions between quality levels. A value of zero eliminates the fade region, creating hard transitions. Higher values increase the size of the fade region, creating a more gradual transition between cascades. The value is expressed as a percentage proportion (i.e. 0.1 = 10% overlap). Ideal values are the smallest possible which still hide the transition. An increased fade region size causes an increase in shadow rendering cost.

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static DirectionalLightComponent DefaultObject { get; }
Property Value
Type Description
DirectionalLightComponent
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DistanceFieldShadowDistance

Distance at which the ray traced shadow cascade should end. Distance field shadows will cover the range between 'Dynamic Shadow Distance' this distance.

Declaration
public float DistanceFieldShadowDistance { get; }
Property Value
Type Description
System.Single
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DynamicShadowCascades

Number of cascades to split the view frustum into for the whole scene dynamic shadow.

Declaration
public int DynamicShadowCascades { get; }
Property Value
Type Description
System.Int32
Remarks

More cascades result in better shadow resolution, but adds significant rendering cost.

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DynamicShadowDistanceMovableLight

How far Cascaded Shadow Map dynamic shadows will cover for a movable light, measured from the camera.

Declaration
public float DynamicShadowDistanceMovableLight { get; }
Property Value
Type Description
System.Single
Remarks

A value of 0 disables the dynamic shadow.

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DynamicShadowDistanceStationaryLight

How far Cascaded Shadow Map dynamic shadows will cover for a stationary light, measured from the camera.

Declaration
public float DynamicShadowDistanceStationaryLight { get; }
Property Value
Type Description
System.Single
Remarks

A value of 0 disables the dynamic shadow.

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FarShadowCascadeCount

0: no DistantShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and DistantShadowDistance that are covered by distant shadow cascades.

Declaration
public int FarShadowCascadeCount { get; }
Property Value
Type Description
System.Int32
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FarShadowDistance

Distance at which the far shadow cascade should end. Far shadows will cover the range between 'Dynamic Shadow Distance' and this distance.

Declaration
public float FarShadowDistance { get; }
Property Value
Type Description
System.Single
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LightmassSettings

The Lightmass settings for this object.

Declaration
public LightmassDirectionalLightSettings LightmassSettings { get; set; }
Property Value
Type Description
LightmassDirectionalLightSettings
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LightShaftOverrideDirection

Can be used to make light shafts come from somewhere other than the light's actual direction.

Declaration
public Vector LightShaftOverrideDirection { get; }
Property Value
Type Description
Vector
Remarks

This will only be used when non-zero. It does not have to be normalized.

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LightSourceAngle

Angle subtended by light source in degrees (also known as angular diameter).

Declaration
public float LightSourceAngle { get; }
Property Value
Type Description
System.Single
Remarks

Defaults to 0.5357 which is the angle for our sun.

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LightSourceSoftAngle

Angle subtended by soft light source in degrees.

Declaration
public float LightSourceSoftAngle { get; }
Property Value
Type Description
System.Single
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ModulatedShadowColor

Color to modulate against the scene color when rendering modulated shadows. (mobile only)

Declaration
public Color ModulatedShadowColor { get; }
Property Value
Type Description
Color
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OcclusionDepthRange

Everything closer to the camera than this distance will occlude light shafts.

Declaration
public float OcclusionDepthRange { get; }
Property Value
Type Description
System.Single
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OcclusionMaskDarkness

Controls how dark the occlusion masking is, a value of 1 results in no darkening term.

Declaration
public float OcclusionMaskDarkness { get; }
Property Value
Type Description
System.Single
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ShadowDistanceFadeoutFraction

Controls the size of the fade out region at the far extent of the dynamic shadow's influence.

Declaration
public float ShadowDistanceFadeoutFraction { get; }
Property Value
Type Description
System.Single
Remarks

This is specified as a fraction of DynamicShadowDistance.

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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TraceDistance

Determines how far shadows can be cast, in world units. Larger values increase the shadowing cost.

Declaration
public float TraceDistance { get; }
Property Value
Type Description
System.Single

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static DirectionalLightComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
DirectionalLightComponent
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SetCascadeDistributionExponent(Single)

Set Cascade Distribution Exponent

Declaration
public void SetCascadeDistributionExponent(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetCascadeTransitionFraction(Single)

Set Cascade Transition Fraction

Declaration
public void SetCascadeTransitionFraction(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetDynamicShadowCascades(Int32)

Set Dynamic Shadow Cascades

Declaration
public void SetDynamicShadowCascades(int NewValue)
Parameters
Type Name Description
System.Int32 NewValue
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SetDynamicShadowDistanceMovableLight(Single)

Set Dynamic Shadow Distance Movable Light

Declaration
public void SetDynamicShadowDistanceMovableLight(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetDynamicShadowDistanceStationaryLight(Single)

Set Dynamic Shadow Distance Stationary Light

Declaration
public void SetDynamicShadowDistanceStationaryLight(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetEnableLightShaftOcclusion(Boolean)

Set Enable Light Shaft Occlusion

Declaration
public void SetEnableLightShaftOcclusion(bool bNewValue)
Parameters
Type Name Description
System.Boolean bNewValue
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SetLightShaftOverrideDirection(Vector)

Set Light Shaft Override Direction

Declaration
public void SetLightShaftOverrideDirection(Vector NewValue)
Parameters
Type Name Description
Vector NewValue
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SetOcclusionMaskDarkness(Single)

Set Occlusion Mask Darkness

Declaration
public void SetOcclusionMaskDarkness(float NewValue)
Parameters
Type Name Description
System.Single NewValue
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SetShadowDistanceFadeoutFraction(Single)

Set Shadow Distance Fadeout Fraction

Declaration
public void SetShadowDistanceFadeoutFraction(float NewValue)
Parameters
Type Name Description
System.Single NewValue

Operators

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Implicit(IntPtr to DirectionalLightComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator DirectionalLightComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
DirectionalLightComponent
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