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

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

AddRenderViews(const FProjectedShadowInfo *ProjectedShadowInfo, TConstArrayView< FViewInfo > Views, float LODScaleFactor, bool bSetHzbParams, bool bUpdateHZBMetaData, TArray< Nanite::FPackedView, SceneRenderingAllocator > &OutVirtualShadowViews) constFVirtualShadowMapArray
AddVisualizePass(FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, EVSMVisualizationPostPass Pass, FSceneUniformBuffer &SceneUniformBuffer, FScreenPassTexture &SceneColor, const FScreenPassTexture &SceneDepth, FScreenPassRenderTarget &Output)FVirtualShadowMapArray
AllocateDirectional(int32 Count)FVirtualShadowMapArray
AllocatedPageRectBoundsRDGFVirtualShadowMapArray
AllocateLocal(bool bSinglePageShadowMap, int32 Count)FVirtualShadowMapArray
AllocateUnreferenced(bool bSinglePageShadowMap, int32 Count)FVirtualShadowMapArray
BeginMarkPages(FRDGBuilder &GraphBuilder, const FSceneRenderer &SceneRenderer, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData, const Froxel::FRenderer &FroxelRenderer, bool bAnyLocalLightsWithVSMs)FVirtualShadowMapArray
bEnableNaniteVisualizationFVirtualShadowMapArray
bEnableVisualizationFVirtualShadowMapArray
bHZBBuiltThisFrameFVirtualShadowMapArray
bThrottlingEnabledFVirtualShadowMapArray
BuildPageAllocations(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const TConstArrayView< FViewInfo > &Views)FVirtualShadowMapArray
CachedPageInfosRDGFVirtualShadowMapArray
CacheManagerFVirtualShadowMapArray
CreateDummySamplingParameters(FRDGBuilder &GraphBuilder)FVirtualShadowMapArraystatic
CreateMipViews(TArray< Nanite::FPackedView, SceneRenderingAllocator > &Views) constFVirtualShadowMapArray
DebugVisualizationOutputFVirtualShadowMapArray
DirtyPageFlagsRDGFVirtualShadowMapArray
FVirtualShadowMapArray(FScene &InScene)FVirtualShadowMapArray
GetHZBPhysicalPoolSize() constFVirtualShadowMapArray
GetMarkingParameters(FRDGBuilder &GraphBuilder, int32 ViewIndex) constFVirtualShadowMapArray
GetMaxPhysicalPages() constFVirtualShadowMapArrayinline
GetNumFullShadowMaps() constFVirtualShadowMapArrayinline
GetNumShadowMaps() constFVirtualShadowMapArrayinline
GetNumShadowMapSlots() constFVirtualShadowMapArrayinline
GetNumSinglePageShadowMaps() constFVirtualShadowMapArrayinline
GetPackedShadowMaskFormat() constFVirtualShadowMapArray
GetPhysicalPoolSize() constFVirtualShadowMapArray
GetSamplingParameters(FRDGBuilder &GraphBuilder, int32 ViewIndex) constFVirtualShadowMapArray
GetTotalAllocatedPhysicalPages() constFVirtualShadowMapArray
GetUniformBuffer(int32 ViewIndex) constFVirtualShadowMapArrayinline
HasAnyShadowData() constFVirtualShadowMapArrayinline
HasSeparateDynamicHZB() constFVirtualShadowMapArrayinline
HZBPhysicalArrayFVirtualShadowMapArray
HZBPhysicalArrayRDGFVirtualShadowMapArray
Initialize(FRDGBuilder &GraphBuilder, FVirtualShadowMapArrayCacheManager *InCacheManager, bool bInEnabled, const FEngineShowFlags &EngineShowFlags)FVirtualShadowMapArray
InterpolateResolutionBias(float BiasNonMoving, float BiasMoving, float LightMobilityFactor)FVirtualShadowMapArraystatic
IsAllocated() constFVirtualShadowMapArrayinline
IsCsvLogEnabled() constFVirtualShadowMapArray
IsDirectional(int32 VirtualShadowMapId)FVirtualShadowMapArrayinline
IsEnabled() constFVirtualShadowMapArrayinline
IsSinglePage(int32 VirtualShadowMapId)FVirtualShadowMapArrayinlinestatic
IsVisualizePassEnabled(const FViewInfo &View, int32 ViewIndex, EVSMVisualizationPostPass Pass) constFVirtualShadowMapArray
LogStats(FRDGBuilder &GraphBuilder, const FViewInfo &View)FVirtualShadowMapArray
MaxNPFDiagnosticSlotsMultiPageFVirtualShadowMapArraystatic
MaxNPFDiagnosticSlotsSinglePageFVirtualShadowMapArraystatic
MaxPageAreaDiagnosticSlotsFVirtualShadowMapArraystatic
NanitePerformanceFeedbackRDGFVirtualShadowMapArray
PageFlagsRDGFVirtualShadowMapArray
PageReceiverMasksRDGFVirtualShadowMapArray
PageRequestFlagsRDGFVirtualShadowMapArray
PageTableRDGFVirtualShadowMapArray
PerViewParametersFVirtualShadowMapArray
PhysicalPageListsRDGFVirtualShadowMapArray
PhysicalPageMetaDataRDGFVirtualShadowMapArray
PhysicalPagePoolRDGFVirtualShadowMapArray
PostRender(FRDGBuilder &GraphBuilder)FVirtualShadowMapArray
ProjectionDataRDGFVirtualShadowMapArray
RenderDebugInfo(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views)FVirtualShadowMapArray
RenderShadowCasterBounds(FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, const FIntRect &ViewRect, FRDGTextureRef OutputColor, FRDGTextureRef OutputDepth, FRDGTextureRef SceneDepth)FVirtualShadowMapArray
RenderVirtualShadowMapsNanite(FRDGBuilder &GraphBuilder, FSceneRenderer &SceneRenderer, bool bUpdateNaniteStreaming, const FNaniteVisibilityQuery *VisibilityQuery, TConstArrayView< FNaniteVirtualShadowMapRenderPass > VirtualShadowMapPasses)FVirtualShadowMapArray
RenderVirtualShadowMapsNonNanite(FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUniformBuffer, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &VirtualSmMeshCommandPasses, TArrayView< FViewInfo > Views)FVirtualShadowMapArray
SetShaderDefines(FShaderCompilerEnvironment &OutEnvironment)FVirtualShadowMapArraystatic
ShouldCacheStaticSeparately() constFVirtualShadowMapArrayinline
ShouldCullBackfacingPixels() constFVirtualShadowMapArrayinline
ShouldGenerateStats() constFVirtualShadowMapArray
StatsBufferRDGFVirtualShadowMapArray
StatsBufferUAVFVirtualShadowMapArray
StatsNaniteBufferRDGFVirtualShadowMapArray
ThrottleBufferRDGFVirtualShadowMapArray
UncachedPageRectBoundsRDGFVirtualShadowMapArray
UniformParametersFVirtualShadowMapArray
UpdateHZB(FRDGBuilder &GraphBuilder)FVirtualShadowMapArray
UpdateNextData(int32 PrevVirtualShadowMapId, const FNextVirtualShadowMapData &Data)FVirtualShadowMapArray
UpdatePhysicalPageAddresses(FRDGBuilder &GraphBuilder)FVirtualShadowMapArray
UseHzbOcclusion() constFVirtualShadowMapArrayinline
VisualizeLightFVirtualShadowMapArray
~FVirtualShadowMapArray()FVirtualShadowMapArray