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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/ULightComponent
Syntax
UPROPERTY (EditAnywhere, BlueprintReadOnly, Category=Light,
Meta=(DisplayName="MegaLights Shadow Method"), AdvancedDisplay)
TEnumAsByte < EMegaLightsShadowMethod::Type > MegaLightsShadowMethod
Remarks
Selects which shadowing method should MegaLights use for this light. RayTracing - Preferred method, which guarantees fixed MegaLights cost and correct area shadows, but is dependent on the BVH representation quality. VirtualShadowMap - Has a significant per light cost, but can cast shadows directly from the Nanite geometry using rasterization.