/** * Toggleable version of DirectionalLight. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class DirectionalLightToggleable extends DirectionalLight native(Light) ClassGroup(Lights, DirectionalLights) placeable; cpptext { public: /** * This will determine which icon should be displayed for this light. **/ virtual void DetermineAndSetEditorIcon(); /** * Static affecting Toggleables can't have UseDirectLightmaps=TRUE So even tho they are not "free" * lightmapped data, they still are classified as static as it is the best they can be. **/ virtual void SetValuesForLight_StaticAffecting(); /** * Returns true if the light supports being toggled off and on on-the-fly * * @return For 'toggleable' lights, returns true **/ virtual UBOOL IsToggleable() const { // DirectionalLightToggleable supports being toggled on the fly! return TRUE; } } defaultproperties { // Visual things should be ticked in parallel with physics TickGroup=TG_DuringAsyncWork Begin Object Name=Sprite Sprite=Texture2D'EditorResources.LightIcons.Light_Directional_Toggleable_DynamicsAndStatics' End Object // Light component. Begin Object Name=DirectionalLightComponent0 LightAffectsClassification=LAC_DYNAMIC_AND_STATIC_AFFECTING CastShadows=TRUE CastStaticShadows=TRUE CastDynamicShadows=TRUE bForceDynamicLight=FALSE UseDirectLightMap=FALSE `if(`__TW_LIGHTING_MODIFICATIONS_) // Custom lighting channel implementation LightingChannels=(Outdoor=TRUE,bInitialized=TRUE) `else LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE) `endif // By default indirect light from toggleable lights won't be put into lightmaps, since it can't be toggled in-game LightmassSettings=(IndirectLightingScale=0) End Object bMovable=FALSE bStatic=FALSE bHardAttach=TRUE }