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User:Crusha/UltimateMappingTools/ShadowProjectorPlaceable

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UT2004 ShadowProjector >> ShadowProjectorPlaceable (custom)
Package: 
UltimateMappingTools

A fixed version of the ShadowProjector that works when manually placed in a map.

Properties

Property group 'ShadowProjector'

AssignedShadowActor

Type: Actor

Modifiers: edfindable

The Actor that the high-detailed shadow should be created for.

bForceManualFOV

Type: bool

If True, will use the FOV specified and don't calculate it.

bOnlyUpdateOnTrigger

Type: bool

Ultimate performance saving. If True, the shadow will only update when the Projector is triggered.

bUseProjectorLocationForLight

Type: bool

Don't ask, it will probably deliver worse results than setting everything up yourself. Experiment with it by moving the Projector around in relation to the Actor, if you like.

ShadowDarkness

Type: byte

How dark the shadow will be. 255 is maximum and default.

Default value: 255

UpdateFrequency

Type: float

Updates per second.

How often does the texture for the shadow get recalculated. You will want to keep this as low as possible if you are not using triggered updates.

Default value: 3.0

Default values

Property Value
bClipStaticMesh
bDirectional
CullDistance
LightDirection
LightDistance
RemoteRole

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Initialize some one-time properties.

Timer

event Timer ()

Calls UpdateShadow() if bOnlyUpdateOnTrigger is not set.

Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Calls UpdateShadow() bOnlyUpdateOnTrigger if the Projector is triggered, regardless of the value of bOnlyUpdateOnTrigger.

Other instance functions

InitShadow

function InitShadow ()

The first time where the shadow texture is generated from the Actor.