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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/ULightComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
| Include | #include "Components/LightComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/LightComponent.cpp |
static void ReassignStationaryLightChannels
&40;
UWorld &42; TargetWorld,
bool bAssignForLightingBuild,
ULevel &42; LightingScenario
&41;
Remarks
Iterates over ALL stationary light components in the target world and assigns their preview shadowmap channel, and updates light icons accordingly. Also handles assignment after a lighting build, so that the same algorithm is used for previewing and static lighting.
This function is supposed to be called only when
- loading a map (UEditorEngine::Map_Load)
- a light's lighting cache gets invalidated (ULightComponent::InvalidateLightingCacheDetailed)
- finishing a lighting build If you're adding more call sites to this function, make sure not to break GPULightmass as it is based on the above assumption