UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
VolumetricLightmapGrid.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "
CoreMinimal.h
"
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#include "
Misc/Guid.h
"
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#include "
Serialization/BulkData.h
"
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#include "VolumetricLightmapGrid.generated.h"
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class
FPrecomputedVolumetricLightmapData
;
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class
UMapBuildDataRegistry
;
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USTRUCT
()
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struct
FVolumetricLightMapGridCell
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{
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GENERATED_USTRUCT_BODY
()
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UPROPERTY
()
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FBox
Bounds;
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FByteBulkData
BulkData
;
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#if WITH_EDITOR
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// ptr to the just recently built version of the FPrecomputedVolumetricLightmapData
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// not used at runtime
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FPrecomputedVolumetricLightmapData
*
EditorData
=
nullptr
;
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#endif
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UPROPERTY
()
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uint32
CellID = -1;
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};
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USTRUCT
()
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struct
FVolumetricLightMapGridDesc
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{
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GENERATED_USTRUCT_BODY
()
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UPROPERTY
()
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FBox
GridBounds;
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UPROPERTY
()
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FGuid
Guid
;
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UPROPERTY
()
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float
CellSize = 0.0f;
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UPROPERTY
()
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float
DetailCellSize = 0.0f;
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UPROPERTY
()
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float
BrickSize = 0.0f;
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UPROPERTY
()
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TArray
<
FVolumetricLightMapGridCell
> Cells;
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bool
IsValid
()
const
{
return
Guid
.IsValid(); }
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ENGINE_API
FGuid
GetCellGuid(
uint32
CellID)
const
;
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ENGINE_API
FString GetCellDesc(
FGuid
LevelId
)
const
;
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ENGINE_API
FVolumetricLightMapGridCell
* GetCell(
FGuid
LevelId
)
const
;
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ENGINE_API
FVolumetricLightMapGridCell
* GetCell(
const
FVector
&
InPosition
)
const
;
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[[
nodiscard
]]
ENGINE_API
TArray<FVolumetricLightMapGridCell*>
GetIntersectingCells(
const
FBox
&
InBounds
,
bool
bInWithData
);
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ENGINE_API
void
LoadVolumetricLightMapCell(
FVolumetricLightMapGridCell
&
Cell
,
FPrecomputedVolumetricLightmapData
*& OutData);
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ENGINE_API
FPrecomputedVolumetricLightmapData
* GetPrecomputedVolumetricLightmapBuildData(
FGuid
LevelId
)
const
;
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ENGINE_API
FPrecomputedVolumetricLightmapData
* GetOrCreatePrecomputedVolumetricLightmapBuildData(
FGuid
LevelId
);
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#if WITH_EDITOR
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ENGINE_API
void
InitializeBulkData
();
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ENGINE_API
void
Initialize
(
UWorld
*
InWorld
,
const
FBox
&
InBounds
);
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#endif
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void
SerializeBulkData(
FArchive
& Ar,
UObject
*
Owner
);
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};
BulkData.h
EChaosVDManifoldPointFlags::IsValid
@ IsValid
CoreMinimal.h
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
ENetworkConnectionType::Cell
@ Cell
Guid.h
EIoChunkType::BulkData
@ BulkData
UPROPERTY
#define UPROPERTY(...)
UObject definition macros.
Definition
ObjectMacros.h:744
USTRUCT
#define USTRUCT(...)
Definition
ObjectMacros.h:746
GENERATED_USTRUCT_BODY
#define GENERATED_USTRUCT_BODY(...)
Definition
ObjectMacros.h:767
ESlateAttributeBindAction::Initialize
@ Initialize
EConcurrencyMode::Owner
@ Owner
EVariantTypes::Guid
@ Guid
uint32
uint32_t uint32
Definition
binka_ue_file_header.h:6
FArchive
Definition
Archive.h:1208
FPrecomputedVolumetricLightmapData
Definition
PrecomputedVolumetricLightmap.h:148
TArray
Definition
Array.h:670
TBulkData< uint8 >
UMapBuildDataRegistry
Definition
MapBuildDataRegistry.h:295
UObject
Definition
Object.h:95
UWorld
Definition
World.h:918
FGuid
Definition
Guid.h:109
FVolumetricLightMapGridCell
Definition
VolumetricLightmapGrid.h:16
FVolumetricLightMapGridDesc
Definition
VolumetricLightmapGrid.h:36
UE::Math::TBox< double >
UE::Math::TVector< double >
Engine
Source
Runtime
Engine
Public
WorldPartition
StaticLightingData
VolumetricLightmapGrid.h
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