/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SphericalHarmonicLightComponent extends LightComponent native(Light) hidecategories(Object) editinlinenew; /** Colored SH coefficients for the light intensity, parameterized by the world-space incident angle. */ var() SHVectorRGB WorldSpaceIncidentLighting; /** * If TRUE, the SH light can be combined into the base pass as an optimization. * If FALSE, the SH light will be rendered after modulated shadows. */ var bool bRenderBeforeModShadows; cpptext { // ULightComponent interface. virtual FLightSceneInfo* CreateSceneInfo() const; virtual FVector4 GetPosition() const; virtual ELightComponentType GetLightType() const; } defaultproperties { CastShadows=False bRenderBeforeModShadows=False }