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

#include <LightSceneInfo.h>

Public Member Functions

 FSortedLightSceneInfo (const FLightSceneInfo *InLightSceneInfo)
 
 FSortedLightSceneInfo (int32 InSimpleLightIndex)
 

Public Attributes

union { 
 
   struct { 
 
      uint32   LightType: LightType_NumBits 
 
      uint32   bIESProfile: 1 
 
      uint32   bLightFunction: 1 
 
      uint32   bUsesLightingChannels: 1 
 
      uint32   bShadowed: 1 
 
      uint32   bIsNotSimpleLight: 1 
 
      uint32   bClusteredDeferredNotSupported: 1 
 
      uint32   LightSceneId: LIGHT_ID_NUM_BITS 
 
      uint32   bHandledByMegaLights: 1 
 
   }   Fields 
 
   uint32   Packed 
 
SortKey 
 
const FLightSceneInfoLightSceneInfo
 
int32 SimpleLightIndex
 
bool bIsCompatibleWithLightFunctionAtlas
 

Detailed Description

Information for sorting lights.

Constructor & Destructor Documentation

◆ FSortedLightSceneInfo() [1/2]

FSortedLightSceneInfo::FSortedLightSceneInfo ( const FLightSceneInfo InLightSceneInfo)
inlineexplicit

Initialization constructor.

◆ FSortedLightSceneInfo() [2/2]

FSortedLightSceneInfo::FSortedLightSceneInfo ( int32  InSimpleLightIndex)
inlineexplicit

Member Data Documentation

◆ bClusteredDeferredNotSupported

uint32 FSortedLightSceneInfo::bClusteredDeferredNotSupported

True if the light doesn't support clustered deferred, logic is inverted so that lights that DO support clustered deferred will sort first in list Super-set of lights supporting tiled, so the tiled lights will end up in the first part of this range.

◆ bHandledByMegaLights

uint32 FSortedLightSceneInfo::bHandledByMegaLights

Whether the light should be handled by Mega Lights, these will be sorted to the end so they can be skipped

◆ bIESProfile

uint32 FSortedLightSceneInfo::bIESProfile

Whether the light uses IES Profile

◆ bIsCompatibleWithLightFunctionAtlas

bool FSortedLightSceneInfo::bIsCompatibleWithLightFunctionAtlas

◆ bIsNotSimpleLight

uint32 FSortedLightSceneInfo::bIsNotSimpleLight

Whether the light is NOT a simple light - they always support tiled/clustered but may want to be selected separately.

◆ bLightFunction

uint32 FSortedLightSceneInfo::bLightFunction

Whether the light uses a light function.

◆ bShadowed

uint32 FSortedLightSceneInfo::bShadowed

Whether the light casts shadows.

◆ bUsesLightingChannels

uint32 FSortedLightSceneInfo::bUsesLightingChannels

Whether the light uses lighting channels.

◆ [struct]

struct { ... } FSortedLightSceneInfo::Fields

◆ LightSceneId

uint32 FSortedLightSceneInfo::LightSceneId

Mega Lights must be sorted by GPU Scene Light Index - this field will only be set for MegaLights which don't rely on ordering of the other fields

◆ LightSceneInfo

const FLightSceneInfo* FSortedLightSceneInfo::LightSceneInfo

◆ LightType

uint32 FSortedLightSceneInfo::LightType

The type of light.

◆ Packed

uint32 FSortedLightSceneInfo::Packed

Sort key bits packed into an integer.

◆ SimpleLightIndex

int32 FSortedLightSceneInfo::SimpleLightIndex

◆ [union]

union { ... } FSortedLightSceneInfo::SortKey

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