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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SceneRendering.h>
Public Member Functions | |
| bool | ContainsOnlyVirtualShadowMaps () const |
| TSharedPtr< FVirtualShadowMapClipmap > | FindVirtualShadowMapShadowClipmapForView (const FViewInfo *View) const |
| int32 | GetVirtualShadowMapId (const FViewInfo *View) const |
Information about a visible light which isn't view-specific.
| 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
| TSharedPtr< FVirtualShadowMapClipmap > FVisibleLightInfo::FindVirtualShadowMapShadowClipmapForView | ( | 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.
| TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::AllProjectedShadows |
All visible projected shadows, output of shadow setup. Not all of these will be rendered.
| TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::CapsuleShadowsToProject |
| 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.
| TArray<TRefCountPtr<FProjectedShadowInfo>,SceneRenderingAllocator> FVisibleLightInfo::ProjectedPreShadows |
All visible projected preshdows. These are not allocated on the mem stack so they are refcounted.
| TArray<FProjectedShadowInfo*,SceneRenderingAllocator> FVisibleLightInfo::ShadowsToProject |
Shadows to project for each feature that needs special handling.
| TArray<TSharedPtr<FVirtualShadowMapClipmap>, SceneRenderingAllocator> FVisibleLightInfo::VirtualShadowMapClipmaps |