UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FDynamicShadowsTaskData Struct Reference

Public Member Functions

FShadowMeshCollectorGetSerialMeshCollector () const
 
void PresizeViewDependentWholeSceneShadows ()
 
 FDynamicShadowsTaskData (const FDynamicShadowsTaskData &)=delete
 
 FDynamicShadowsTaskData (FRHICommandListImmediate &InRHICmdList, FSceneRenderer *InSceneRenderer, FInstanceCullingManager &InInstanceCullingManager, bool bInRunningEarly)
 
 ~FDynamicShadowsTaskData ()
 

Public Attributes

FSceneRendererSceneRenderer
 
const FSceneScene
 
TArrayView< FViewInfoViews
 
FSceneRenderingBulkObjectAllocatorAllocator
 
FInstanceCullingManagerInstanceCullingManager
 
const ERHIFeatureLevel::Type FeatureLevel
 
const EShaderPlatform ShaderPlatform
 
const bool bStaticSceneOnly
 
const bool bRunningEarly
 
const bool bMultithreaded
 
const bool bMultithreadedCreateAndFilterShadows
 
const bool bMultithreadedGDME
 
bool bHasRayTracedDistanceFieldShadows = false
 
bool bFinishedMeshPassSetup = false
 
bool bMobileAllowStaticCSM = false
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorPreShadows
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorViewDependentWholeSceneShadows
 
TArray< FDrawDebugShadowFrustumOp, SceneRenderingAllocatorDrawDebugShadowFrustumOps
 
TArray< struct FGatherShadowPrimitivesPacket *, SceneRenderingAllocatorPackets
 
FPerShadowGatherStats GatherStats
 
FFilteredShadowArrays ShadowArrays
 
UE::Tasks::FTaskEvent BeginGatherAndSortLightsTask { UE_SOURCE_LOCATION }
 
UE::Tasks::FTaskEvent FilterDynamicShadowsTask { UE_SOURCE_LOCATION }
 
TArray< FShadowMeshCollector *, TInlineAllocator< 1, SceneRenderingAllocator > > MeshCollectors
 
TArray< FRHICommandListImmediate::FQueuedCommandList, FConcurrentLinearArrayAllocatorCommandLists
 
TArray< FProjectedShadowInfo *, SceneRenderingAllocatorShadowsToGather
 
TBitArray< SceneRenderingBitArrayAllocatorShadowsToGatherInSerialPass
 
UE::Tasks::FTaskEvent BeginGatherDynamicMeshElementsTask { UE_SOURCE_LOCATION }
 
UE::Tasks::FTaskEvent SetupMeshPassTask { UE_SOURCE_LOCATION }
 
std::atomic_int32_t ShadowsToGatherNextIndex = { 0 }
 
FRHICommandListRHICmdListForAllocateTargets = nullptr
 
FGraphEventRef TaskEvent
 

Constructor & Destructor Documentation

◆ FDynamicShadowsTaskData() [1/2]

FDynamicShadowsTaskData::FDynamicShadowsTaskData ( const FDynamicShadowsTaskData )
delete

◆ FDynamicShadowsTaskData() [2/2]

FDynamicShadowsTaskData::FDynamicShadowsTaskData ( FRHICommandListImmediate InRHICmdList,
FSceneRenderer InSceneRenderer,
FInstanceCullingManager InInstanceCullingManager,
bool  bInRunningEarly 
)
inline

◆ ~FDynamicShadowsTaskData()

FDynamicShadowsTaskData::~FDynamicShadowsTaskData ( )
inline

Member Function Documentation

◆ GetSerialMeshCollector()

FShadowMeshCollector & FDynamicShadowsTaskData::GetSerialMeshCollector ( ) const
inline

◆ PresizeViewDependentWholeSceneShadows()

void FDynamicShadowsTaskData::PresizeViewDependentWholeSceneShadows ( )
inline

Member Data Documentation

◆ Allocator

FSceneRenderingBulkObjectAllocator& FDynamicShadowsTaskData::Allocator

◆ BeginGatherAndSortLightsTask

UE::Tasks::FTaskEvent FDynamicShadowsTaskData::BeginGatherAndSortLightsTask { UE_SOURCE_LOCATION }

◆ BeginGatherDynamicMeshElementsTask

UE::Tasks::FTaskEvent FDynamicShadowsTaskData::BeginGatherDynamicMeshElementsTask { UE_SOURCE_LOCATION }

◆ bFinishedMeshPassSetup

bool FDynamicShadowsTaskData::bFinishedMeshPassSetup = false

◆ bHasRayTracedDistanceFieldShadows

bool FDynamicShadowsTaskData::bHasRayTracedDistanceFieldShadows = false

◆ bMobileAllowStaticCSM

bool FDynamicShadowsTaskData::bMobileAllowStaticCSM = false

◆ bMultithreaded

const bool FDynamicShadowsTaskData::bMultithreaded

◆ bMultithreadedCreateAndFilterShadows

const bool FDynamicShadowsTaskData::bMultithreadedCreateAndFilterShadows

◆ bMultithreadedGDME

const bool FDynamicShadowsTaskData::bMultithreadedGDME

◆ bRunningEarly

const bool FDynamicShadowsTaskData::bRunningEarly

◆ bStaticSceneOnly

const bool FDynamicShadowsTaskData::bStaticSceneOnly

◆ CommandLists

◆ DrawDebugShadowFrustumOps

TArray<FDrawDebugShadowFrustumOp, SceneRenderingAllocator> FDynamicShadowsTaskData::DrawDebugShadowFrustumOps

◆ FeatureLevel

const ERHIFeatureLevel::Type FDynamicShadowsTaskData::FeatureLevel

◆ FilterDynamicShadowsTask

UE::Tasks::FTaskEvent FDynamicShadowsTaskData::FilterDynamicShadowsTask { UE_SOURCE_LOCATION }

◆ GatherStats

FPerShadowGatherStats FDynamicShadowsTaskData::GatherStats

◆ InstanceCullingManager

FInstanceCullingManager& FDynamicShadowsTaskData::InstanceCullingManager

◆ MeshCollectors

TArray<FShadowMeshCollector*, TInlineAllocator<1, SceneRenderingAllocator> > FDynamicShadowsTaskData::MeshCollectors

◆ Packets

◆ PreShadows

TArray<FProjectedShadowInfo*, SceneRenderingAllocator> FDynamicShadowsTaskData::PreShadows

◆ RHICmdListForAllocateTargets

FRHICommandList* FDynamicShadowsTaskData::RHICmdListForAllocateTargets = nullptr

◆ Scene

const FScene* FDynamicShadowsTaskData::Scene

◆ SceneRenderer

FSceneRenderer* FDynamicShadowsTaskData::SceneRenderer

◆ SetupMeshPassTask

UE::Tasks::FTaskEvent FDynamicShadowsTaskData::SetupMeshPassTask { UE_SOURCE_LOCATION }

◆ ShaderPlatform

const EShaderPlatform FDynamicShadowsTaskData::ShaderPlatform

◆ ShadowArrays

FFilteredShadowArrays FDynamicShadowsTaskData::ShadowArrays

◆ ShadowsToGather

TArray<FProjectedShadowInfo*, SceneRenderingAllocator> FDynamicShadowsTaskData::ShadowsToGather

◆ ShadowsToGatherInSerialPass

TBitArray<SceneRenderingBitArrayAllocator> FDynamicShadowsTaskData::ShadowsToGatherInSerialPass

◆ ShadowsToGatherNextIndex

std::atomic_int32_t FDynamicShadowsTaskData::ShadowsToGatherNextIndex = { 0 }

◆ TaskEvent

FGraphEventRef FDynamicShadowsTaskData::TaskEvent

◆ ViewDependentWholeSceneShadows

TArray<FProjectedShadowInfo*, SceneRenderingAllocator> FDynamicShadowsTaskData::ViewDependentWholeSceneShadows

◆ Views

TArrayView<FViewInfo> FDynamicShadowsTaskData::Views

The documentation for this struct was generated from the following file: