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- Currently it was incorrectly using r.Shadow.UnbuiltWholeSceneDynamicShadowRadius. - Hide "Dynamic Shadow Distance StationaryLight" from editor. - Rename "Dynamic Shadow Distance MovableLight" to "Dynamic Shadow Distance". #rb andrew.lauritzen #preflight 63d93192f626715201dba817 [CL 23929333 by tiago costa in ue5-main branch]
60 lines
2.7 KiB
C++
60 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DirectionalLightComponentDetails.h"
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#include "Components/LightComponentBase.h"
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#include "Components/SceneComponent.h"
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#include "Delegates/Delegate.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#include "Engine/EngineTypes.h"
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#include "HAL/Platform.h"
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#include "IDetailPropertyRow.h"
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#include "Internationalization/Internationalization.h"
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#include "Internationalization/Text.h"
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#include "Misc/Attribute.h"
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#include "PropertyHandle.h"
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#include "UObject/Class.h"
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#define LOCTEXT_NAMESPACE "DirectionalLightComponentDetails"
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TSharedRef<IDetailCustomization> FDirectionalLightComponentDetails::MakeInstance()
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{
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return MakeShareable( new FDirectionalLightComponentDetails );
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}
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void FDirectionalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
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{
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// Get cascaded shadow map category
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IDetailCategoryBuilder& ShadowMapCategory = DetailBuilder.EditCategory("CascadedShadowMaps", FText::GetEmpty(), ECategoryPriority::Default );
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TSharedPtr<IPropertyHandle> MovableShadowRadiusPropertyHandle = DetailBuilder.GetProperty("DynamicShadowDistanceMovableLight");
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TSharedPtr<IPropertyHandle> StationaryShadowRadiusPropertyHandle = DetailBuilder.GetProperty("DynamicShadowDistanceStationaryLight");
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static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
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const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnGameThread() != 0);
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if(!bAllowStaticLighting)
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{
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// If static lighting is not allowed, hide DynamicShadowDistanceStationaryLight and rename DynamicShadowDistanceMovableLight to "Dynamic Shadow Distance"
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FProperty* MovableShadowRadiusProperty = MovableShadowRadiusPropertyHandle->GetProperty();
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MovableShadowRadiusProperty->SetMetaData(TEXT("DisplayName"), TEXT("Dynamic Shadow Distance"));
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ShadowMapCategory.AddProperty(StationaryShadowRadiusPropertyHandle)
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.Visibility(EVisibility::Hidden);
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}
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TSharedPtr<IPropertyHandle> LightIntensityProperty = DetailBuilder.GetProperty("Intensity", ULightComponentBase::StaticClass());
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// Point lights need to override the ui min and max for units of lumens, so we have to undo that
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LightIntensityProperty->SetInstanceMetaData("UIMin",TEXT("0.0f"));
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LightIntensityProperty->SetInstanceMetaData("UIMax",TEXT("150.0f"));
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LightIntensityProperty->SetInstanceMetaData("SliderExponent", TEXT("2.0f"));
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LightIntensityProperty->SetInstanceMetaData("Units", TEXT("lux"));
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LightIntensityProperty->SetToolTipText(LOCTEXT("DirectionalLightIntensityToolTipText", "Maximum illumination from the light in lux"));
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}
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#undef LOCTEXT_NAMESPACE
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