/// <summary>Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.</summary> public void SetCubemap(UTextureCube NewCubemap) { CheckIsValid(); SetCubemap(_this.Get(), NewCubemap); }
/// <summary> /// Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. /// This can be used to seamlessly transition sky lighting between different times of day. /// The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. /// The caller is responsible for avoiding pops due to changing the source or destination. /// </summary> public void SetCubemapBlend(UTextureCube SourceCubemap, UTextureCube DestinationCubemap, float InBlendFraction) { CheckIsValid(); SetCubemapBlend(_this.Get(), SourceCubemap, DestinationCubemap, InBlendFraction); }
public void SetInscatteringColorCubemap(UTextureCube Value) { CheckIsValid(); SetInscatteringColorCubemap(_this.Get(), Value); }
/// <summary>Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.</summary> public extern void SetCubemap(UTextureCube NewCubemap);
/// <summary> /// Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. /// This can be used to seamlessly transition sky lighting between different times of day. /// The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. /// The caller is responsible for avoiding pops due to changing the source or destination. /// </summary> public extern void SetCubemapBlend(UTextureCube SourceCubemap, UTextureCube DestinationCubemap, float InBlendFraction);
public extern void SetInscatteringColorCubemap(UTextureCube Value);