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

#include <SceneRendering.h>

Public Member Functions

bool ContainsOnlyVirtualShadowMaps () const
 
TSharedPtr< FVirtualShadowMapClipmapFindVirtualShadowMapShadowClipmapForView (const FViewInfo *View) const
 
int32 GetVirtualShadowMapId (const FViewInfo *View) const
 

Public Attributes

TArray< FProjectedShadowInfo *, SceneRenderingAllocatorAllProjectedShadows
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorShadowsToProject
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorCapsuleShadowsToProject
 
TArray< TRefCountPtr< FProjectedShadowInfo >, SceneRenderingAllocatorProjectedPreShadows
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorOccludedPerObjectShadows
 
TArray< TSharedPtr< FVirtualShadowMapClipmap >, SceneRenderingAllocatorVirtualShadowMapClipmaps
 

Detailed Description

Information about a visible light which isn't view-specific.

Member Function Documentation

◆ ContainsOnlyVirtualShadowMaps()

bool FVisibleLightInfo::ContainsOnlyVirtualShadowMaps ( ) const

Returns true if the light has only virtual shadow maps (or no shadows at all), i.e. no conventional shadow maps that are allocated

◆ FindVirtualShadowMapShadowClipmapForView()

TSharedPtr< FVirtualShadowMapClipmap > FVisibleLightInfo::FindVirtualShadowMapShadowClipmapForView ( const FViewInfo View) const

◆ GetVirtualShadowMapId()

int32 FVisibleLightInfo::GetVirtualShadowMapId ( const FViewInfo View) const

Prefer this to direct access of the VirtualShadowMapId member when a view is known. For directional lights this will attempt to find a clipmap associated with the given view, while the VirtualShadowMapId variable will simply be an arbitrary one of them if multiple exist.

Member Data Documentation

◆ AllProjectedShadows

TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::AllProjectedShadows

All visible projected shadows, output of shadow setup. Not all of these will be rendered.

◆ CapsuleShadowsToProject

TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::CapsuleShadowsToProject

◆ OccludedPerObjectShadows

TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::OccludedPerObjectShadows

A list of per-object shadows that were occluded. We need to track these so we can issue occlusion queries for them.

◆ ProjectedPreShadows

TArray<TRefCountPtr<FProjectedShadowInfo>,SceneRenderingAllocator> FVisibleLightInfo::ProjectedPreShadows

All visible projected preshdows. These are not allocated on the mem stack so they are refcounted.

◆ ShadowsToProject

TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::ShadowsToProject

Shadows to project for each feature that needs special handling.

◆ VirtualShadowMapClipmaps

TArray<TSharedPtr<FVirtualShadowMapClipmap>, SceneRenderingAllocator> FVisibleLightInfo::VirtualShadowMapClipmaps

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