UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ShadowScene.cpp File Reference
#include "ShadowScene.h"
#include "ScenePrivate.h"
#include "Algo/ForEach.h"
#include "ShadowSceneRenderer.h"
#include "DynamicPrimitiveDrawing.h"
#include "LightSceneProxy.h"

Functions

 DECLARE_DWORD_COUNTER_STAT (TEXT("Active Light Count"), STAT_ActiveLightCount, STATGROUP_ShadowRendering)
 
 IMPLEMENT_SCENE_EXTENSION (FShadowScene)
 

Variables

TAutoConsoleVariable< int32CVarDebugDrawLightActiveStateTracking (TEXT("r.Shadow.Scene.DebugDrawLightActiveStateTracking"), 0, TEXT("."), ECVF_RenderThreadSafe)
 
TAutoConsoleVariable< int32CVarShadowSceneLightActiveFrameCount (TEXT("r.Shadow.Scene.LightActiveFrameCount"), 10, TEXT(" This determines the number of frames that the MobilityFactor goes to zero over, and thus a higher number spreads invalidations out over a longer time."), ECVF_RenderThreadSafe)
 

Function Documentation

◆ DECLARE_DWORD_COUNTER_STAT()

DECLARE_DWORD_COUNTER_STAT ( TEXT("Active Light Count" ,
STAT_ActiveLightCount  ,
STATGROUP_ShadowRendering   
)

◆ IMPLEMENT_SCENE_EXTENSION()

IMPLEMENT_SCENE_EXTENSION ( FShadowScene  )

Variable Documentation

◆ CVarDebugDrawLightActiveStateTracking

TAutoConsoleVariable< int32 > CVarDebugDrawLightActiveStateTracking(TEXT("r.Shadow.Scene.DebugDrawLightActiveStateTracking"), 0, TEXT("."), ECVF_RenderThreadSafe) ( TEXT("r.Shadow.Scene.DebugDrawLightActiveStateTracking")  ,
,
TEXT(".")  ,
ECVF_RenderThreadSafe   
)

◆ CVarShadowSceneLightActiveFrameCount

TAutoConsoleVariable< int32 > CVarShadowSceneLightActiveFrameCount(TEXT("r.Shadow.Scene.LightActiveFrameCount"), 10, TEXT(" This determines the number of frames that the MobilityFactor goes to zero over, and thus a higher number spreads invalidations out over a longer time."), ECVF_RenderThreadSafe) ( TEXT("r.Shadow.Scene.LightActiveFrameCount")  ,
10  ,
TEXT(" This determines the number of frames that the MobilityFactor goes to zero over, and thus a higher number spreads invalidations out over a longer time." ,
ECVF_RenderThreadSafe   
)