Class SkyLightComponent
Sky Light Component
Inheritance
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class SkyLightComponent : LightComponentBase
Properties
| Improve this Doc View SourcebCaptureEmissiveOnly
Declaration
public bool bCaptureEmissiveOnly { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
BlendDestinationCubemap
Blend Destination Cubemap
Declaration
public TextureCube BlendDestinationCubemap { get; set; }
Property Value
| Type | Description |
|---|---|
| TextureCube |
bLowerHemisphereIsBlack
Declaration
public bool bLowerHemisphereIsBlack { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Contrast
Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.
Declaration
public float Contrast { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
Cubemap
Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.
Declaration
public TextureCube Cubemap { get; }
Property Value
| Type | Description |
|---|---|
| TextureCube |
CubemapResolution
Maximum resolution for the very top processed cubemap mip. Must be a power of 2.
Declaration
public int CubemapResolution { get; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static SkyLightComponent DefaultObject { get; }
Property Value
| Type | Description |
|---|---|
| SkyLightComponent |
LowerHemisphereColor
Lower Hemisphere Color
Declaration
public LinearColor LowerHemisphereColor { get; }
Property Value
| Type | Description |
|---|---|
| LinearColor |
MinOcclusion
Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.
Declaration
public float MinOcclusion { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
OcclusionCombineMode
Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.
Declaration
public byte OcclusionCombineMode { get; }
Property Value
| Type | Description |
|---|---|
| System.Byte |
OcclusionExponent
Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.
Declaration
public float OcclusionExponent { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
OcclusionMaxDistance
Max distance that the occlusion of one point will affect another.
Declaration
public float OcclusionMaxDistance { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
Remarks
Higher values increase the cost of Distance Field AO exponentially.
OcclusionTint
Tint color on occluded areas, artistic control.
Declaration
public Color OcclusionTint { get; }
Property Value
| Type | Description |
|---|---|
| Color |
SkyDistanceThreshold
Distance from the sky light at which any geometry should be treated as part of the sky.
Declaration
public float SkyDistanceThreshold { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
Remarks
This is also used by reflection captures, so update reflection captures to see the impact.
SourceCubemapAngle
Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.
Declaration
public float SourceCubemapAngle { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
SourceType
Indicates where to get the light contribution from.
Declaration
public byte SourceType { get; }
Property Value
| Type | Description |
|---|---|
| System.Byte |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
| Type | Description |
|---|---|
| Class |
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static SkyLightComponent New(UObject obj = null, Name name = default(Name))
Parameters
| Type | Name | Description |
|---|---|---|
| UObject | obj | |
| Name | name |
Returns
| Type | Description |
|---|---|
| SkyLightComponent |
RecaptureSky()
Recaptures the scene for the skylight.
Declaration
public void RecaptureSky()
Remarks
This is useful for making sure the sky light is up to date after changing something in the world that it would capture. Warning: this is very costly and will definitely cause a hitch.
SetCubemap(TextureCube)
Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.
Declaration
public void SetCubemap(TextureCube NewCubemap)
Parameters
| Type | Name | Description |
|---|---|---|
| TextureCube | NewCubemap |
SetCubemapBlend(TextureCube, TextureCube, Single)
Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap.
Declaration
public void SetCubemapBlend(TextureCube SourceCubemap, TextureCube DestinationCubemap, float InBlendFraction)
Parameters
| Type | Name | Description |
|---|---|---|
| TextureCube | SourceCubemap | |
| TextureCube | DestinationCubemap | |
| System.Single | InBlendFraction |
Remarks
This can be used to seamlessly transition sky lighting between different times of day. The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. The caller is responsible for avoiding pops due to changing the source or destination.
SetIndirectLightingIntensity(Single)
Set Indirect Lighting Intensity
Declaration
public void SetIndirectLightingIntensity(float NewIntensity)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | NewIntensity |
SetIntensity(Single)
Set Intensity
Declaration
public void SetIntensity(float NewIntensity)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | NewIntensity |
SetLightColor(LinearColor)
Set color of the light
Declaration
public void SetLightColor(LinearColor NewLightColor)
Parameters
| Type | Name | Description |
|---|---|---|
| LinearColor | NewLightColor |
SetLowerHemisphereColor(LinearColor)
Set Lower Hemisphere Color
Declaration
public void SetLowerHemisphereColor(LinearColor InLowerHemisphereColor)
Parameters
| Type | Name | Description |
|---|---|---|
| LinearColor | InLowerHemisphereColor |
SetMinOcclusion(Single)
Set Min Occlusion
Declaration
public void SetMinOcclusion(float InMinOcclusion)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | InMinOcclusion |
SetOcclusionContrast(Single)
Set Occlusion Contrast
Declaration
public void SetOcclusionContrast(float InOcclusionContrast)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | InOcclusionContrast |
SetOcclusionExponent(Single)
Set Occlusion Exponent
Declaration
public void SetOcclusionExponent(float InOcclusionExponent)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | InOcclusionExponent |
SetOcclusionTint(Color)
Set Occlusion Tint
Declaration
public void SetOcclusionTint(Color InTint)
Parameters
| Type | Name | Description |
|---|---|---|
| Color | InTint |
SetVolumetricScatteringIntensity(Single)
Set Volumetric Scattering Intensity
Declaration
public void SetVolumetricScatteringIntensity(float NewIntensity)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | NewIntensity |
Operators
| Improve this Doc View SourceImplicit(IntPtr to SkyLightComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator SkyLightComponent(IntPtr p)
Parameters
| Type | Name | Description |
|---|---|---|
| System.IntPtr | p |
Returns
| Type | Description |
|---|---|
| SkyLightComponent |