/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class DirectionalLight extends Light native(Light) ClassGroup(Lights,DirectionalLights) placeable; cpptext { public: /** * This will determine which icon should be displayed for this light. **/ virtual void DetermineAndSetEditorIcon(); /** * Called from within SpawnActor, setting up the default value for the Lightmass light source angle. */ virtual void Spawned(); virtual void PostLoad(); } defaultproperties { Begin Object Name=Sprite Sprite=Texture2D'EditorResources.LightIcons.Light_Directional_Stationary_DynamicsAndStatics' End Object Begin Object Class=DirectionalLightComponent Name=DirectionalLightComponent0 LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING CastShadows=TRUE CastStaticShadows=TRUE CastDynamicShadows=TRUE bForceDynamicLight=FALSE UseDirectLightMap=TRUE `if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation LightingChannels=(Outdoor=TRUE,bInitialized=TRUE) `else LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE) `endif End Object LightComponent=DirectionalLightComponent0 Components.Add(DirectionalLightComponent0) Begin Object Class=ArrowComponent Name=ArrowComponent0 ArrowColor=(R=150,G=200,B=255) bTreatAsASprite=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False SpriteCategoryName="Lighting" End Object Components.Add(ArrowComponent0) Rotation=(Pitch=-16384,Yaw=0,Roll=0) RotationRate=(Pitch=0, Yaw=0, Roll=0) }