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