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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 | |
| FScene & | Scene |
Persistent scene-representation of for shadow rendering.
| void FShadowScene::DebugRender | ( | TArrayView< FViewInfo > | Views | ) |
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inline |
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.
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inlineexplicit |
| void FShadowScene::UpdateForRenderedFrame | ( | FRDGBuilder & | GraphBuilder | ) |
Call once per rendered frame to update state that depend on number of rendered frames.
| void FShadowScene::WaitForSceneLightsUpdateTask | ( | ) |
Wait for any scene update task started in the PostLightsUpdate.
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friend |
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friend |