示例#1
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/// <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);
        }
示例#2
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/// <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);
        }
示例#3
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 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);
示例#6
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 public extern void SetInscatteringColorCubemap(UTextureCube Value);