/** * Dominant version of PointLight that generates static shadowmaps. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class DominantPointLight extends PointLight native(Light) ClassGroup(Lights, PointLights) placeable; cpptext { /** * Returns true if the light supports being toggled off and on on-the-fly **/ virtual UBOOL IsToggleable() const { return TRUE; } } defaultproperties { Begin Object Name=Sprite Sprite=Texture2D'EditorResources.LightIcons.Light_Point_Toggleable_Statics' End Object // Light component. Begin Object Class=DominantPointLightComponent Name=DominantPointLightComponent0 LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING CastShadows=TRUE CastStaticShadows=TRUE CastDynamicShadows=TRUE bForceDynamicLight=FALSE UseDirectLightMap=FALSE bAllowPreShadow=TRUE `if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE) `else LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE) `endif PreviewLightRadius=DrawLightRadius0 PreviewLightSourceRadius=DrawLightSourceRadius0 End Object Components.Remove(PointLightComponent0) LightComponent=DominantPointLightComponent0 Components.Add(DominantPointLightComponent0) bMovable=FALSE bStatic=FALSE bHardAttach=TRUE }