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

#include <PrecomputedLightVolume.h>

Public Member Functions

ENGINE_API FPrecomputedLightVolume ()
 
 ~FPrecomputedLightVolume ()
 
ENGINE_API void AddToScene (class FSceneInterface *Scene, class UMapBuildDataRegistry *Registry, FGuid LevelBuildDataId)
 
ENGINE_API void RemoveFromScene (FSceneInterface *Scene)
 
ENGINE_API void SetData (const FPrecomputedLightVolumeData *NewData, FSceneInterface *Scene)
 
ENGINE_API void InterpolateIncidentRadiancePoint (const FVector &Position, float &AccumulatedWeight, float &AccumulatedDirectionalLightShadowing, FSHVectorRGB3 &AccumulatedIncidentRadiance, FVector &SkyBentNormal) const
 
ENGINE_API void InterpolateIncidentRadianceBlock (const FBoxCenterAndExtent &BoundingBox, const FIntVector &QueryCellDimensions, const FIntVector &DestCellDimensions, const FIntVector &DestCellPosition, TArray< float > &AccumulatedWeights, TArray< FSHVectorRGB2 > &AccumulatedIncidentRadiance) const
 
ENGINE_API void DebugDrawSamples (class FPrimitiveDrawInterface *PDI, bool bDrawDirectionalShadowing) const
 
ENGINE_API bool IntersectBounds (const FBoxSphereBounds &InBounds) const
 
SIZE_T GetAllocatedBytes () const
 
bool IsAddedToScene () const
 
double GetNodeLevelExtent (int32 Level) const
 
ENGINE_API void ApplyWorldOffset (const FVector &InOffset)
 
bool IsUsingHighQualityLightMap () const
 

Public Attributes

const FPrecomputedLightVolumeDataData
 

Detailed Description

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Constructor & Destructor Documentation

◆ FPrecomputedLightVolume()

FPrecomputedLightVolume::FPrecomputedLightVolume ( )

◆ ~FPrecomputedLightVolume()

FPrecomputedLightVolume::~FPrecomputedLightVolume ( )

Member Function Documentation

◆ AddToScene()

void FPrecomputedLightVolume::AddToScene ( class FSceneInterface Scene,
class UMapBuildDataRegistry Registry,
FGuid  LevelBuildDataId 
)

◆ ApplyWorldOffset()

void FPrecomputedLightVolume::ApplyWorldOffset ( const FVector InOffset)

◆ DebugDrawSamples()

void FPrecomputedLightVolume::DebugDrawSamples ( class FPrimitiveDrawInterface PDI,
bool  bDrawDirectionalShadowing 
) const

◆ GetAllocatedBytes()

SIZE_T FPrecomputedLightVolume::GetAllocatedBytes ( ) const

◆ GetNodeLevelExtent()

double FPrecomputedLightVolume::GetNodeLevelExtent ( int32  Level) const
inline

◆ InterpolateIncidentRadianceBlock()

void FPrecomputedLightVolume::InterpolateIncidentRadianceBlock ( const FBoxCenterAndExtent InBoundingBox,
const FIntVector QueryCellDimensions,
const FIntVector DestCellDimensions,
const FIntVector DestCellPosition,
TArray< float > &  AccumulatedWeights,
TArray< FSHVectorRGB2 > &  AccumulatedIncidentRadiance 
) const

Interpolates incident radiance to Position.

◆ InterpolateIncidentRadiancePoint()

void FPrecomputedLightVolume::InterpolateIncidentRadiancePoint ( const FVector Position,
float AccumulatedWeight,
float AccumulatedDirectionalLightShadowing,
FSHVectorRGB3 AccumulatedIncidentRadiance,
FVector SkyBentNormal 
) const

Interpolates incident radiance to Position.

◆ IntersectBounds()

bool FPrecomputedLightVolume::IntersectBounds ( const FBoxSphereBounds InBounds) const

◆ IsAddedToScene()

bool FPrecomputedLightVolume::IsAddedToScene ( ) const
inline

◆ IsUsingHighQualityLightMap()

bool FPrecomputedLightVolume::IsUsingHighQualityLightMap ( ) const
inline

◆ RemoveFromScene()

void FPrecomputedLightVolume::RemoveFromScene ( FSceneInterface Scene)

◆ SetData()

void FPrecomputedLightVolume::SetData ( const FPrecomputedLightVolumeData NewData,
FSceneInterface Scene 
)

Member Data Documentation

◆ Data

const FPrecomputedLightVolumeData* FPrecomputedLightVolume::Data

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