UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FIndirectLightingCacheAllocation Class Reference

#include <PrimitiveSceneInfo.h>

Public Member Functions

 FIndirectLightingCacheAllocation ()
 
void SetDirty ()
 
bool IsValid () const
 
void SetParameters (FIntVector InMinTexel, int32 InAllocationTexelSize, FVector InScale, FVector InAdd, FVector InMinUV, FVector InMaxUV, bool bInPointSample, bool bInUnbuiltPreview)
 

Public Attributes

FVector Add
 
FVector Scale
 
FVector MinUV
 
FVector MaxUV
 
FIntVector MinTexel
 
int32 AllocationTexelSize
 
FVector TargetPosition
 
FVector4f TargetSamplePacked0 [3]
 
FVector4f TargetSamplePacked1 [3]
 
FVector4f TargetSamplePacked2
 
float TargetDirectionalShadowing
 
FVector4f TargetSkyBentNormal
 
FVector SingleSamplePosition
 
FVector4f SingleSamplePacked0 [3]
 
FVector4f SingleSamplePacked1 [3]
 
FVector4f SingleSamplePacked2
 
float CurrentDirectionalShadowing
 
FVector4f CurrentSkyBentNormal
 
bool bHasEverUpdatedSingleSample
 
bool bPointSample
 
bool bIsDirty
 
bool bUnbuiltPreview
 

Detailed Description

Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.

Constructor & Destructor Documentation

◆ FIndirectLightingCacheAllocation()

FIndirectLightingCacheAllocation::FIndirectLightingCacheAllocation ( )
inline

Member Function Documentation

◆ IsValid()

bool FIndirectLightingCacheAllocation::IsValid ( ) const
inline

◆ SetDirty()

void FIndirectLightingCacheAllocation::SetDirty ( )
inline

◆ SetParameters()

void FIndirectLightingCacheAllocation::SetParameters ( FIntVector  InMinTexel,
int32  InAllocationTexelSize,
FVector  InScale,
FVector  InAdd,
FVector  InMinUV,
FVector  InMaxUV,
bool  bInPointSample,
bool  bInUnbuiltPreview 
)
inline

Member Data Documentation

◆ Add

FVector FIndirectLightingCacheAllocation::Add

Add factor for calculating UVs from position.

◆ AllocationTexelSize

int32 FIndirectLightingCacheAllocation::AllocationTexelSize

Size in texels of the allocation into the volume texture atlas.

◆ bHasEverUpdatedSingleSample

bool FIndirectLightingCacheAllocation::bHasEverUpdatedSingleSample

Whether SingleSamplePacked has ever been populated with valid results, used to initialize.

◆ bIsDirty

bool FIndirectLightingCacheAllocation::bIsDirty

Whether the primitive allocation is dirty and should be updated regardless of having moved.

◆ bPointSample

bool FIndirectLightingCacheAllocation::bPointSample

Whether this allocation is a point sample and therefore was not put into the volume texture atlas.

◆ bUnbuiltPreview

bool FIndirectLightingCacheAllocation::bUnbuiltPreview

◆ CurrentDirectionalShadowing

float FIndirectLightingCacheAllocation::CurrentDirectionalShadowing

Current shadowing of the stationary directional light.

◆ CurrentSkyBentNormal

FVector4f FIndirectLightingCacheAllocation::CurrentSkyBentNormal

Current directional occlusion of the sky.

◆ MaxUV

FVector FIndirectLightingCacheAllocation::MaxUV

Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.

◆ MinTexel

FIntVector FIndirectLightingCacheAllocation::MinTexel

Block index in the volume texture atlas, can represent unallocated.

◆ MinUV

FVector FIndirectLightingCacheAllocation::MinUV

Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.

◆ Scale

FVector FIndirectLightingCacheAllocation::Scale

Scale factor for calculating UVs from position.

◆ SingleSamplePacked0

FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked0[3]

Current SH sample used when lighting the entire object with one sample.

◆ SingleSamplePacked1

FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked1[3]

◆ SingleSamplePacked2

FVector4f FIndirectLightingCacheAllocation::SingleSamplePacked2

◆ SingleSamplePosition

FVector FIndirectLightingCacheAllocation::SingleSamplePosition

Current position of the single lighting sample. Used for interpolation over time.

◆ TargetDirectionalShadowing

float FIndirectLightingCacheAllocation::TargetDirectionalShadowing

Target shadowing of the stationary directional light.

◆ TargetPosition

FVector FIndirectLightingCacheAllocation::TargetPosition

Position at the new single lighting sample. Used for interpolation over time.

◆ TargetSamplePacked0

FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked0[3]

SH sample at the new single lighting sample position. Used for interpolation over time.

◆ TargetSamplePacked1

FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked1[3]

◆ TargetSamplePacked2

FVector4f FIndirectLightingCacheAllocation::TargetSamplePacked2

◆ TargetSkyBentNormal

FVector4f FIndirectLightingCacheAllocation::TargetSkyBentNormal

Target directional occlusion of the sky.


The documentation for this class was generated from the following file: