UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SkyAtmosphereStateStream.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "EngineDefines.h"
10#include "SkyAtmosphereStateStream.generated.h"
11
13
15// Static state for mesh instance. Can only be set upon creation
16
22
23
25// Dynamic state for mesh instance. Can be updated inside ticks
26
27USTRUCT()
41
44{
46
47// private: // Should be private but complicates some of the code that needs support both this path and UComponent path
48
49 UPROPERTY()
51 UPROPERTY()
52 float BottomRadius = 0.0f;
53 UPROPERTY()
54 FColor GroundAlbedo = FColor::White;
55 UPROPERTY()
56 float AtmosphereHeight = 0.0f;
57 UPROPERTY()
58 float MultiScatteringFactor = 0.0f;
59 UPROPERTY()
60 float TraceSampleCountScale = 0.0f;
61 UPROPERTY()
62 float RayleighScatteringScale = 0.0f;
63 UPROPERTY()
64 FLinearColor RayleighScattering = FLinearColor::White;
65 UPROPERTY()
66 float RayleighExponentialDistribution = 0.0f;
67 UPROPERTY()
68 float MieScatteringScale = 0.0f;
69 UPROPERTY()
71 UPROPERTY()
72 float MieAbsorptionScale = 0.0f;
73 UPROPERTY()
75 UPROPERTY()
76 float MieAnisotropy = 0.0f;
77 UPROPERTY()
78 float MieExponentialDistribution = 0.0f;
79 UPROPERTY()
80 float OtherAbsorptionScale = 0.0f;
81 UPROPERTY()
82 FLinearColor OtherAbsorption = FLinearColor::White;
83 UPROPERTY()
84 float OtherTentDistributionTipAltitude = 0.0f;
85 UPROPERTY()
86 float OtherTentDistributionTipValue = 0.0f;
87 UPROPERTY()
88 float OtherTentDistributionWidth = 1.0f;
89 UPROPERTY()
90 FLinearColor SkyLuminanceFactor = FLinearColor::White;
91 UPROPERTY()
92 FLinearColor SkyAndAerialPerspectiveLuminanceFactor = FLinearColor::White;
93 UPROPERTY()
94 float AerialPespectiveViewDistanceScale = 0.0f;
95 UPROPERTY()
96 float HeightFogContribution = 0.0f;
97 UPROPERTY()
98 float TransmittanceMinLightElevationAngle = 0.0f;
99 UPROPERTY()
100 float AerialPerspectiveStartDepth = 0.0f;
101 UPROPERTY()
102 uint8 bHoldout : 1 = false;
103 UPROPERTY()
104 uint8 bRenderInMainPass : 1 = false;
105 UPROPERTY()
106 uint8 bBuilt : 1 = false;
107
108 UPROPERTY()
109 FTransform ComponentTransform;
110
111 UPROPERTY()
112 FOverrideAtmosphericLight OverrideAtmosphericLight;
113
114 //UPROPERTY()
115 //bool OverrideAtmosphericLight[NUM_ATMOSPHERE_LIGHTS];
116
117 //UPROPERTY()
118 //FVector OverrideAtmosphericLightDirection[NUM_ATMOSPHERE_LIGHTS];
119};
120
121
123// Mesh state stream id used for registering dependencies and find statestream
124
126
127
129// Interface for creating mesh instances
130
132{
133public:
134 DECLARE_STATESTREAM(SkyAtmosphere)
136};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define NUM_ATMOSPHERE_LIGHTS
Definition EngineDefines.h:26
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
ESkyAtmosphereTransformMode
Definition SkyAtmosphereComponent.h:36
constexpr uint32 SkyAtmosphereStateStreamId
Definition SkyAtmosphereStateStream.h:125
#define DECLARE_STATESTREAM(Type)
Definition StateStreamDefinitions.h:9
uint8_t uint8
Definition binka_ue_file_header.h:8
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition SkyAtmosphereStateStream.h:132
@ false
Definition radaudio_common.h:23
Definition Color.h:486
Definition Color.h:48
Definition SkyAtmosphereStateStream.h:29
bool operator==(const FOverrideAtmosphericLight &O) const
Definition SkyAtmosphereStateStream.h:39
Definition SkyAtmosphereStateStream.h:44
Definition SkyAtmosphereStateStreamHandle.h:15
Definition SkyAtmosphereStateStream.h:19