/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class ExponentialHeightFogComponent extends ActorComponent native(FogVolume) 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 FogHeight; /** Global density factor. */ var() const interp float FogDensity; /** * Height density factor, controls how the density increases as height decreases. * Smaller values make the visible transition larger. */ var() const interp float FogHeightFalloff; /** * Maximum opacity of the fog. * A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, * A value of 0 means the fog color will not be factored in at all. */ var() const interp float FogMaxOpacity; /** Distance from the camera that the fog will start, in world units. */ var() const interp float StartDistance; /** * LightInscatteringColor is used in the direction of the dominant directional light, and OppositeLightColor is used in the opposite direction. * LightTerminatorAngle is the angle in degrees from the dominant directional light that an even amount of OppositeLightColor and LightInscatteringColor are used for the final fog color. * If there is no dominant directional light enabled, LightInscatteringColor will correspond to up in world space. */ var() const interp float LightTerminatorAngle; /** Scales OppositeLightColor. */ var() const interp float OppositeLightBrightness; /** Fog Color used for the opposite direction from the dominant directional light. */ var() const interp color OppositeLightColor; /** Scales LightInscatteringColor. */ var() const interp float LightInscatteringBrightness; /** Fog Color used for the direction of the dominant directional light. */ var() const interp color LightInscatteringColor; cpptext { protected: // ActorComponent interface. virtual void SetParentToWorld(const FMatrix& ParentToWorld); virtual void Attach(); virtual void UpdateTransform(); virtual void Detach( UBOOL bWillReattach = FALSE ); public: virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); } /** * 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 FogDensity=0.02 FogHeightFalloff=0.2 FogMaxOpacity=1 StartDistance=0 LightTerminatorAngle=45 OppositeLightBrightness=.2 OppositeLightColor=(R=177,G=208,B=255) LightInscatteringBrightness=1 LightInscatteringColor=(R=245,G=212,B=41) }