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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <PrecomputedLightVolume.h>
Public Member Functions | |
| TVolumeLightingSample () | |
| TVolumeLightingSample (const TVolumeLightingSample< 2 > &Other) | |
| TVolumeLightingSample (const TVolumeLightingSample< 3 > &Other) | |
| void | SetPackedSkyBentNormal (FVector InSkyBentNormal) |
| FVector | GetSkyBentNormalUnpacked () const |
| TVolumeLightingSample (const TVolumeLightingSample< 2 > &Other) | |
| TVolumeLightingSample (const TVolumeLightingSample< 2 > &Other) | |
| TVolumeLightingSample (const TVolumeLightingSample< 3 > &Other) | |
| TVolumeLightingSample (const TVolumeLightingSample< 3 > &Other) | |
Public Attributes | |
| FVector3f | Position |
| float | Radius |
| TSHVectorRGB< SHOrder > | Lighting |
| FColor | PackedSkyBentNormal |
| float | DirectionalLightShadowing |
Friends | |
| FArchive & | operator<< (FArchive &Ar, TVolumeLightingSample< SHOrder > &Sample) |
Incident radiance stored for a point.
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inline |
| TVolumeLightingSample< SHOrder >::TVolumeLightingSample | ( | const TVolumeLightingSample< 2 > & | Other | ) |
| TVolumeLightingSample< SHOrder >::TVolumeLightingSample | ( | const TVolumeLightingSample< 3 > & | Other | ) |
| TVolumeLightingSample< 2 >::TVolumeLightingSample | ( | const TVolumeLightingSample< 2 > & | Other | ) |
| TVolumeLightingSample< 3 >::TVolumeLightingSample | ( | const TVolumeLightingSample< 2 > & | Other | ) |
| TVolumeLightingSample< 2 >::TVolumeLightingSample | ( | const TVolumeLightingSample< 3 > & | Other | ) |
| TVolumeLightingSample< 3 >::TVolumeLightingSample | ( | const TVolumeLightingSample< 3 > & | Other | ) |
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| float TVolumeLightingSample< SHOrder >::DirectionalLightShadowing |
Shadow factor for the stationary directional light.
| TSHVectorRGB<SHOrder> TVolumeLightingSample< SHOrder >::Lighting |
Incident lighting at the sample position. For high quality lightmaps, only diffuse GI and static lights is represented here. For low quality lightmaps, diffuse GI and static and stationary light direct lighting is contained in the sample, with the exception of the stationary directional light.
| FColor TVolumeLightingSample< SHOrder >::PackedSkyBentNormal |
BentNormal occlusion of the sky, packed into an FColor. This is only valid in the high quality lightmap data.
| FVector3f TVolumeLightingSample< SHOrder >::Position |
World space position of the sample.
| float TVolumeLightingSample< SHOrder >::Radius |
World space radius that determines how far the sample can be interpolated.