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Layer for catching shadows from a single light.
Classic shadow map percentage-closer filtering technique (without cascades), defaulting to 5x5. Implemented with custom render passes for minimal performance cost.
| Name | UCompositeLayerSingleLightShadow |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Layers/CompositeLayerSingleLightShadow.h |
| Include Path | #include "Layers/CompositeLayerSingleLightShadow.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="Single Light Shadow"))
class UCompositeLayerSingleLightShadow : public UCompositeLayerBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositeLayerBase → UCompositeLayerSingleLightShadow
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositeLayerSingleLightShadow
(
const FObjectInitializer& ObjectInitializer |
Constructor. | Layers/CompositeLayerSingleLightShadow.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UCompositeLayerSingleLightShadow() |
Destructor. | Layers/CompositeLayerSingleLightShadow.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Light | TObjectPtr< ALight > | The reference light, whose exact transform will by used to render a shadow map. | Layers/CompositeLayerSingleLightShadow.h |
|
| OrthographicWidth | float | The desired width (in world units) of the shadow map view (ignored if light is not directional). | Layers/CompositeLayerSingleLightShadow.h |
|
| ShadowBias | float | Shadow bias to avoid shadow acne. | Layers/CompositeLayerSingleLightShadow.h |
|
| ShadowMapResolution | int32 | Resolution of the shadow map texture. | Layers/CompositeLayerSingleLightShadow.h |
|
| ShadowStrength | float | Basic shadow strength multiplier, from 0 to 1. | Layers/CompositeLayerSingleLightShadow.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedSceneDepthCapture | TWeakObjectPtr< UCompositeSceneCapture2DComponent > | Cached pointer to the scene depth capture. | Layers/CompositeLayerSingleLightShadow.h | |
| CachedShadowMapCapture | TWeakObjectPtr< UCompositeSceneCapture2DComponent > | Cached pointer to the composite-managed shadow map scene capture. | Layers/CompositeLayerSingleLightShadow.h | |
| ShadowCastingActors | TArray< TSoftObjectPtr< AActor > > | Optional: List of shadow casting actors to be removed from the main camera view's scene depth. | Layers/CompositeLayerSingleLightShadow.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< TSoftObjectPtr< AActor > > GetShadowCastingActors() |
Get shadow caster actors. | Layers/CompositeLayerSingleLightShadow.h |
|
void SetShadowCastingActors
(
TArray< TSoftObjectPtr< AActor > > InShadowCaster |
Set shadow caster actors. | Layers/CompositeLayerSingleLightShadow.h |
|
Overridden from UCompositeLayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetProxy
(
FTraversalContext& InContext, |
Getter function to override, returning pass layer proxies to be passed to the render thread. | Layers/CompositeLayerSingleLightShadow.h | |
virtual void OnRemoved
(
const UWorld* World |
Called when the layer is removed or composite actor is destroyed. | Layers/CompositeLayerSingleLightShadow.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Layers/CompositeLayerSingleLightShadow.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Layers/CompositeLayerSingleLightShadow.h | ||
virtual void PostEditUndo() |
Layers/CompositeLayerSingleLightShadow.h |