/** * Dominant version of DirectionalLight that generates static shadow maps. * There can only be one! * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class DominantDirectionalLight extends DirectionalLight native(Light) ClassGroup(Lights,DirectionalLights) placeable; cpptext { // UObject interface #if WITH_EDITOR virtual void CheckForErrors(); #endif /** * Returns true if the light supports being toggled off and on on-the-fly **/ virtual UBOOL IsToggleable() const { return TRUE; } } defaultproperties { // Light component. Begin Object Class=DominantDirectionalLightComponent Name=DominantDirectionalLightComponent0 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=(Outdoor=TRUE,bInitialized=TRUE) `else LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE) `endif LightmassSettings=(LightSourceAngle=.2) End Object Components.Remove(DirectionalLightComponent0) LightComponent=DominantDirectionalLightComponent0 Components.Add(DominantDirectionalLightComponent0) bMovable=FALSE bStatic=FALSE bHardAttach=TRUE }