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Class SkyLightComponent

Sky Light Component

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
LightComponentBase
SkyLightComponent
Inherited Members
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 SkyLightComponent : LightComponentBase

Properties

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bCaptureEmissiveOnly

Declaration
public bool bCaptureEmissiveOnly { get; }
Property Value
Type Description
System.Boolean
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BlendDestinationCubemap

Blend Destination Cubemap

Declaration
public TextureCube BlendDestinationCubemap { get; set; }
Property Value
Type Description
TextureCube
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bLowerHemisphereIsBlack

Declaration
public bool bLowerHemisphereIsBlack { get; }
Property Value
Type Description
System.Boolean
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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
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Cubemap

Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.

Declaration
public TextureCube Cubemap { get; }
Property Value
Type Description
TextureCube
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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
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SkyLightComponent DefaultObject { get; }
Property Value
Type Description
SkyLightComponent
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LowerHemisphereColor

Lower Hemisphere Color

Declaration
public LinearColor LowerHemisphereColor { get; }
Property Value
Type Description
LinearColor
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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
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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
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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
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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.

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OcclusionTint

Tint color on occluded areas, artistic control.

Declaration
public Color OcclusionTint { get; }
Property Value
Type Description
Color
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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.

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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
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SourceType

Indicates where to get the light contribution from.

Declaration
public byte SourceType { get; }
Property Value
Type Description
System.Byte
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StaticClass

Get UE4 Class

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

Methods

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New(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
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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.

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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
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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.

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SetIndirectLightingIntensity(Single)

Set Indirect Lighting Intensity

Declaration
public void SetIndirectLightingIntensity(float NewIntensity)
Parameters
Type Name Description
System.Single NewIntensity
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SetIntensity(Single)

Set Intensity

Declaration
public void SetIntensity(float NewIntensity)
Parameters
Type Name Description
System.Single NewIntensity
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SetLightColor(LinearColor)

Set color of the light

Declaration
public void SetLightColor(LinearColor NewLightColor)
Parameters
Type Name Description
LinearColor NewLightColor
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SetLowerHemisphereColor(LinearColor)

Set Lower Hemisphere Color

Declaration
public void SetLowerHemisphereColor(LinearColor InLowerHemisphereColor)
Parameters
Type Name Description
LinearColor InLowerHemisphereColor
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SetMinOcclusion(Single)

Set Min Occlusion

Declaration
public void SetMinOcclusion(float InMinOcclusion)
Parameters
Type Name Description
System.Single InMinOcclusion
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SetOcclusionContrast(Single)

Set Occlusion Contrast

Declaration
public void SetOcclusionContrast(float InOcclusionContrast)
Parameters
Type Name Description
System.Single InOcclusionContrast
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SetOcclusionExponent(Single)

Set Occlusion Exponent

Declaration
public void SetOcclusionExponent(float InOcclusionExponent)
Parameters
Type Name Description
System.Single InOcclusionExponent
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SetOcclusionTint(Color)

Set Occlusion Tint

Declaration
public void SetOcclusionTint(Color InTint)
Parameters
Type Name Description
Color InTint
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SetVolumetricScatteringIntensity(Single)

Set Volumetric Scattering Intensity

Declaration
public void SetVolumetricScatteringIntensity(float NewIntensity)
Parameters
Type Name Description
System.Single NewIntensity

Operators

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Implicit(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
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