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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <PrimitiveSceneInfo.h>
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| FIndirectLightingCacheAllocation () | |
| void | SetDirty () |
| bool | IsValid () const |
| void | SetParameters (FIntVector InMinTexel, int32 InAllocationTexelSize, FVector InScale, FVector InAdd, FVector InMinUV, FVector InMaxUV, bool bInPointSample, bool bInUnbuiltPreview) |
Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.
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| FVector FIndirectLightingCacheAllocation::Add |
Add factor for calculating UVs from position.
| int32 FIndirectLightingCacheAllocation::AllocationTexelSize |
Size in texels of the allocation into the volume texture atlas.
| bool FIndirectLightingCacheAllocation::bHasEverUpdatedSingleSample |
Whether SingleSamplePacked has ever been populated with valid results, used to initialize.
| bool FIndirectLightingCacheAllocation::bIsDirty |
Whether the primitive allocation is dirty and should be updated regardless of having moved.
| bool FIndirectLightingCacheAllocation::bPointSample |
Whether this allocation is a point sample and therefore was not put into the volume texture atlas.
| bool FIndirectLightingCacheAllocation::bUnbuiltPreview |
| float FIndirectLightingCacheAllocation::CurrentDirectionalShadowing |
Current shadowing of the stationary directional light.
| FVector4f FIndirectLightingCacheAllocation::CurrentSkyBentNormal |
Current directional occlusion of the sky.
| FVector FIndirectLightingCacheAllocation::MaxUV |
Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.
| FIntVector FIndirectLightingCacheAllocation::MinTexel |
Block index in the volume texture atlas, can represent unallocated.
| FVector FIndirectLightingCacheAllocation::MinUV |
Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.
| FVector FIndirectLightingCacheAllocation::Scale |
Scale factor for calculating UVs from position.
| FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked0[3] |
Current SH sample used when lighting the entire object with one sample.
| FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked1[3] |
| FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked2 |
| FVector FIndirectLightingCacheAllocation::SingleSamplePosition |
Current position of the single lighting sample. Used for interpolation over time.
| float FIndirectLightingCacheAllocation::TargetDirectionalShadowing |
Target shadowing of the stationary directional light.
| FVector FIndirectLightingCacheAllocation::TargetPosition |
Position at the new single lighting sample. Used for interpolation over time.
| FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked0[3] |
SH sample at the new single lighting sample position. Used for interpolation over time.
| FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked1[3] |
| FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked2 |
| FVector4f FIndirectLightingCacheAllocation::TargetSkyBentNormal |
Target directional occlusion of the sky.