// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "DetailCustomizationsPrivatePCH.h" #include "PointLightComponentDetails.h" #include "Components/LightComponentBase.h" #define LOCTEXT_NAMESPACE "PointLightComponentDetails" TSharedRef FPointLightComponentDetails::MakeInstance() { return MakeShareable( new FPointLightComponentDetails ); } void FPointLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) { TSharedPtr LightIntensityProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(ULightComponentBase, Intensity), ULightComponentBase::StaticClass()); // Inverse squared falloff point lights (the default) are in units of lumens, instead of just being a brightness scale LightIntensityProperty->GetProperty()->SetMetaData("UIMin",TEXT("0.0f")); LightIntensityProperty->GetProperty()->SetMetaData("UIMax",TEXT("100000.0f")); LightIntensityProperty->GetProperty()->SetMetaData("SliderExponent",TEXT("2.0f")); } #undef LOCTEXT_NAMESPACE