| AddRef() const | FRefCountedObject | inline |
| bCastShadow | FStaticLightingMesh | |
| BoundingBox | FStaticLightingMesh | |
| bTwoSidedMaterial | FStaticLightingMesh | |
| Component | FStaticLightingMesh | |
| ComponentGuid | FStaticLightingMesh | |
| FLightmassExporter | FStaticMeshStaticLightingMesh | friend |
| FRefCountedObject() | FRefCountedObject | inline |
| FRefCountedObject(const FRefCountedObject &Rhs)=delete | FRefCountedObject | |
| 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() const | FStaticLightingMesh | inlinevirtual |
| GetRefCount() const | FRefCountedObject | inline |
| GetShadingTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) const | FStaticLightingMesh | inlinevirtual |
| GetShadingTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) const | FStaticLightingMesh | inlinevirtual |
| GetTriangle(int32 TriangleIndex, FStaticLightingVertex &OutV0, FStaticLightingVertex &OutV1, FStaticLightingVertex &OutV2) const | FStaticMeshStaticLightingMesh | virtual |
| GetTriangleIndices(int32 TriangleIndex, int32 &OutI0, int32 &OutI1, int32 &OutI2) const | FStaticMeshStaticLightingMesh | virtual |
| Guid | FStaticLightingMesh | |
| HLODChildEndIndex | FStaticLightingMesh | |
| HLODChildStartIndex | FStaticLightingMesh | |
| HLODTreeIndex | FStaticLightingMesh | |
| IntersectLightRay(const FVector &Start, const FVector &End, bool bFindNearestIntersection) const | FStaticMeshStaticLightingMesh | virtual |
| IsControllingShadowPerElement() const | FStaticMeshStaticLightingMesh | virtual |
| IsInstancedMesh() const override | FStaticMeshStaticLightingMesh | inlinevirtual |
| IsTriangleCastingShadow(uint32 TriangleIndex) const | FStaticMeshStaticLightingMesh | virtual |
| IsUniformShadowCaster() const | FStaticMeshStaticLightingMesh | virtual |
| LODIndex | FStaticMeshStaticLightingMesh | protected |
| NumShadingTriangles | FStaticLightingMesh | |
| NumShadingVertices | FStaticLightingMesh | |
| NumTriangles | FStaticLightingMesh | |
| NumVertices | FStaticLightingMesh | |
| operator=(const FRefCountedObject &Rhs)=delete | FRefCountedObject | |
| OtherLODs | FStaticMeshStaticLightingMesh | |
| OtherMeshLODs | FStaticLightingMesh | |
| Release() const | FRefCountedObject | inline |
| RelevantLights | FStaticLightingMesh | |
| RelevantLightsGuid | FStaticLightingMesh | |
| Serialize(FArchive &Ar) | FStaticLightingMesh | virtual |
| SetLocalToWorld(const FMatrix &InLocalToWorld) | FStaticMeshStaticLightingMesh | protected |
| ShouldCastShadow(ULightComponent *Light, const FStaticLightingMapping *Receiver) const | FStaticMeshStaticLightingMesh | virtual |
| SourceMeshGuid | FStaticLightingMesh | |
| TextureCoordinateIndex | FStaticLightingMesh | |
| VisibilityIds | FStaticLightingMesh | |
| ~FRefCountedObject() | FRefCountedObject | inlinevirtual |
| ~FStaticLightingMesh() | FStaticLightingMesh | inlinevirtual |