/** * This is a special type of actor used as the container for a large number of LightComponents on the console. This * actor is created only during the console cooking process so cannot be placed by designers in the editor. It replaces * multiple normal static Light actors in content which has been cooked for the a console platform, becoming the owner for * those Light's LightComponent. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class StaticLightCollectionActor extends Light native(Light) config(Engine); /** * Since the components array is only serialized during make, we need to store the components we contain in a separate array. */ var const array LightComponents; /** * The maximum number of LightComponents that can be attached to this actor. Once this number has been reached, a * new StaticLightCollectionActor will be created. */ var config int MaxLightComponents; cpptext { /* === AActor interface === */ /** * Updates the CachedLocalToWorld transform for all attached components. */ virtual void UpdateComponentsInternal( UBOOL bCollisionUpdate=FALSE ); /* === UObject interface === */ /** * Serializes the LocalToWorld transforms for the StaticMeshComponents contained in this actor. */ virtual void Serialize( FArchive& Ar ); } DefaultProperties { Components.Empty }