#include <MapBuildDataRegistry.h>
◆ FLightComponentMapBuildData()
| FLightComponentMapBuildData::FLightComponentMapBuildData |
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◆ ~FLightComponentMapBuildData()
| FLightComponentMapBuildData::~FLightComponentMapBuildData |
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◆ FinalizeLoad()
| void FLightComponentMapBuildData::FinalizeLoad |
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◆ operator<<
◆ DepthMap
◆ ShadowMapChannel
| int32 FLightComponentMapBuildData::ShadowMapChannel |
Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass. This is generated during a lighting build.
The documentation for this class was generated from the following files: