UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FStaticMeshStaticLightingMesh Member List

This is the complete list of members for FStaticMeshStaticLightingMesh, including all inherited members.

AddRef() constFRefCountedObjectinline
bCastShadowFStaticLightingMesh
BoundingBoxFStaticLightingMesh
bTwoSidedMaterialFStaticLightingMesh
ComponentFStaticLightingMesh
ComponentGuidFStaticLightingMesh
FLightmassExporterFStaticMeshStaticLightingMeshfriend
FRefCountedObject()FRefCountedObjectinline
FRefCountedObject(const FRefCountedObject &Rhs)=deleteFRefCountedObject
FStaticLightingMesh(int32 InNumTriangles, int32 InNumShadingTriangles, int32 InNumVertices, int32 InNumShadingVertices, int32 InTextureCoordinateIndex, bool bInCastShadow, bool bInTwoSidedMaterial, const TArray< ULightComponent * > &InRelevantLights, const UPrimitiveComponent *const InComponent, const FBox &InBoundingBox, const FGuid &InSourceMeshGuid, const FGuid &InComponentGuid)FStaticLightingMesh
FStaticLightingMesh()FStaticLightingMesh
FStaticMeshStaticLightingMesh(const UStaticMeshComponent *InPrimitive, int32 InLODIndex, const TArray< ULightComponent * > &InRelevantLights)FStaticMeshStaticLightingMesh
FStaticMeshStaticLightingMesh()FStaticMeshStaticLightingMesh
GetLightingGuid() constFStaticLightingMeshinlinevirtual
GetRefCount() constFRefCountedObjectinline
GetShadingTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) constFStaticLightingMeshinlinevirtual
GetShadingTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) constFStaticLightingMeshinlinevirtual
GetTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) constFStaticMeshStaticLightingMeshvirtual
GetTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) constFStaticMeshStaticLightingMeshvirtual
GuidFStaticLightingMesh
HLODChildEndIndexFStaticLightingMesh
HLODChildStartIndexFStaticLightingMesh
HLODTreeIndexFStaticLightingMesh
IntersectLightRay(const FVector &Start, const FVector &End, bool bFindNearestIntersection) constFStaticMeshStaticLightingMeshvirtual
IsControllingShadowPerElement() constFStaticMeshStaticLightingMeshvirtual
IsInstancedMesh() const overrideFStaticMeshStaticLightingMeshinlinevirtual
IsTriangleCastingShadow(uint32 TriangleIndex) constFStaticMeshStaticLightingMeshvirtual
IsUniformShadowCaster() constFStaticMeshStaticLightingMeshvirtual
LODIndexFStaticMeshStaticLightingMeshprotected
NumShadingTrianglesFStaticLightingMesh
NumShadingVerticesFStaticLightingMesh
NumTrianglesFStaticLightingMesh
NumVerticesFStaticLightingMesh
operator=(const FRefCountedObject &Rhs)=deleteFRefCountedObject
OtherLODsFStaticMeshStaticLightingMesh
OtherMeshLODsFStaticLightingMesh
Release() constFRefCountedObjectinline
RelevantLightsFStaticLightingMesh
RelevantLightsGuidFStaticLightingMesh
Serialize(FArchive &Ar)FStaticLightingMeshvirtual
SetLocalToWorld(const FMatrix &InLocalToWorld)FStaticMeshStaticLightingMeshprotected
ShouldCastShadow(ULightComponent *Light, const FStaticLightingMapping *Receiver) constFStaticMeshStaticLightingMeshvirtual
SourceMeshGuidFStaticLightingMesh
TextureCoordinateIndexFStaticLightingMesh
VisibilityIdsFStaticLightingMesh
~FRefCountedObject()FRefCountedObjectinlinevirtual
~FStaticLightingMesh()FStaticLightingMeshinlinevirtual