EM_Task/UnrealEd/Private/Factories/ActorFactoryRectLight.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

29 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ActorFactoryRectLight.cpp: Factory for RectLight
=============================================================================*/
#include "ActorFactories/ActorFactoryRectLight.h"
#include "GameFramework/Actor.h"
#include "Components/RectLightComponent.h"
void UActorFactoryRectLight::PostSpawnActor(UObject* Asset, AActor* NewActor)
{
// Make all spawned actors use the candela units.
TArray<URectLightComponent*> RectLightComponents;
NewActor->GetComponents<URectLightComponent>(RectLightComponents);
for (URectLightComponent* Component: RectLightComponents)
{
if (Component && Component->CreationMethod == EComponentCreationMethod::Native)
{
static const auto CVarDefaultLightUnits = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DefaultFeature.LightUnits"));
ELightUnits DefaultUnits = (ELightUnits)CVarDefaultLightUnits->GetValueOnAnyThread();
// Passing .5 as CosHalfConeAngle since URectLightComponent::SetLightBrightness() lumens conversion use only PI
Component->Intensity *= URectLightComponent::GetUnitsConversionFactor(Component->IntensityUnits, DefaultUnits, .5f);
Component->IntensityUnits = DefaultUnits;
}
}
}