/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class HeightFogComponent extends ActorComponent native collapsecategories hidecategories(Object) editinlinenew; /** True if the fog is enabled. */ var() const bool bEnabled; /** z-height for the fog plane - updated by the owning actor */ var const float Height; /** affects the scale for the fog layer's thickness */ var() const interp float Density; /** affects the inscattering color */ var() const interp float LightBrightness; /** Fog color to blend with the scene */ var() const interp color LightColor; /** The distance at which light passing through the fog is 100% extinguished. */ var() const interp float ExtinctionDistance; /** distance at which fog starts affecting the scene */ var() const interp float StartDistance; cpptext { protected: // ActorComponent interface. virtual void SetParentToWorld(const FMatrix& ParentToWorld); virtual void Attach(); virtual void UpdateTransform(); virtual void Detach( UBOOL bWillReattach = FALSE ); public: } /** * Changes the enabled state of the height fog component. * @param bSetEnabled - The new value for bEnabled. */ final native function SetEnabled(bool bSetEnabled); defaultproperties { TickGroup=TG_DuringAsyncWork bEnabled=TRUE Density=0.00005 LightBrightness=0.1 LightColor=(R=255,G=255,B=255) ExtinctionDistance=100000000 StartDistance=0 }