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

#include <ShadowScene.h>

+ Inheritance diagram for FShadowScene:

Public Member Functions

float GetLightMobilityFactor (int32 LightId) const
 
void UpdateForRenderedFrame (FRDGBuilder &GraphBuilder)
 
void DebugRender (TArrayView< FViewInfo > Views)
 
TArrayView< FPrimitiveSceneInfo * > GetAlwaysInvalidatingPrimitives ()
 
void WaitForSceneLightsUpdateTask ()
 
 ISceneExtension (FScene &InScene)
 
- Public Member Functions inherited from ISceneExtension
 ISceneExtension (FScene &InScene)
 
virtual ~ISceneExtension ()
 

Static Public Member Functions

static bool ShouldCreateExtension (FScene &InScene)
 
- Static Public Member Functions inherited from ISceneExtension
static bool ShouldCreateExtension (FScene &Scene)
 

Friends

class FShadowSceneRenderer
 
class FUpdater
 

Additional Inherited Members

- Protected Attributes inherited from ISceneExtension
FSceneScene
 

Detailed Description

Persistent scene-representation of for shadow rendering.

Member Function Documentation

◆ DebugRender()

void FShadowScene::DebugRender ( TArrayView< FViewInfo Views)

◆ GetAlwaysInvalidatingPrimitives()

TArrayView< FPrimitiveSceneInfo * > FShadowScene::GetAlwaysInvalidatingPrimitives ( )
inline

◆ GetLightMobilityFactor()

float FShadowScene::GetLightMobilityFactor ( int32  LightId) const

Fetch the "mobility factor" for the light, [0,1] where 0.0 means not moving, and 1.0 means was updated this frame. Does a smooth transition from 1 to 0 over N frames, defined by the cvar.

◆ ISceneExtension()

ISceneExtension::ISceneExtension ( FScene InScene)
inlineexplicit

◆ ShouldCreateExtension()

bool FShadowScene::ShouldCreateExtension ( FScene InScene)
static

◆ UpdateForRenderedFrame()

void FShadowScene::UpdateForRenderedFrame ( FRDGBuilder GraphBuilder)

Call once per rendered frame to update state that depend on number of rendered frames.

◆ WaitForSceneLightsUpdateTask()

void FShadowScene::WaitForSceneLightsUpdateTask ( )

Wait for any scene update task started in the PostLightsUpdate.

Friends And Related Symbol Documentation

◆ FShadowSceneRenderer

◆ FUpdater

friend class FUpdater
friend

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