Navigation
API > API/Runtime > API/Runtime/Engine
Represents a BSP surface to the static lighting system.
| Name | FBSPSurfaceStaticLighting |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ModelLight.h |
| Include Path | #include "ModelLight.h" |
Syntax
class FBSPSurfaceStaticLighting :
public FStaticLightingTextureMapping ,
public FStaticLightingMesh
Inheritance Hierarchy
- FRefCountedObject → FStaticLightingMapping → FStaticLightingTextureMapping → FBSPSurfaceStaticLighting
- FRefCountedObject → FStaticLightingMesh → FBSPSurfaceStaticLighting
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBSPSurfaceStaticLighting
(
const FNodeGroup* InNodeGroup, |
Initialization constructor. | ModelLight.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bComplete | bool | True if the surface has complete static lighting. | ModelLight.h | |
| MappedRect | FIntRect | Minimum rectangle that encompasses all mapped texels. | ModelLight.h | |
| NodeGroup | const FNodeGroup * | The surface's static lighting node group mapping info. | ModelLight.h | |
| QuantizedData | FQuantizedLightmapData * | Quantized light map data | ModelLight.h | |
| ShadowMapData | TMap< ULightComponent *, FShadowMapData2D * > | ModelLight.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Model | TWeakObjectPtr< UModel > | The model this lighting data is for | ModelLight.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const UModel * GetModel() |
ModelLight.h |
Overridden from FStaticLightingTextureMapping
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Apply
(
FQuantizedLightmapData* QuantizedData, |
Called when the static lighting has been computed to apply it to the mapping's owner. | ModelLight.h | |
virtual bool IsValidMapping() |
Whether or not this mapping should be processed or imported | ModelLight.h |
Overridden from FStaticLightingMapping
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DebugThisMapping() |
ModelLight.h | ||
virtual void ExportMapping
(
FLightmassExporter* Exporter |
Export static lighting mapping instance data to an exporter | ModelLight.h | |
virtual FString GetDescription() |
ModelLight.h | ||
virtual const FGuid & GetLightingGuid() |
Returns the Guid used for static lighting. | ModelLight.h | |
virtual UObject * GetMappedObject() |
ModelLight.h |
Overridden from FStaticLightingMesh
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetTriangle
(
int32 TriangleIndex, |
Accesses a triangle. | ModelLight.h | |
virtual void GetTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices. | ModelLight.h | |
virtual FLightRayIntersection IntersectLightRay
(
const FVector& Start, |
Checks if a line segment intersects the mesh. | ModelLight.h | |
virtual bool IsInstancedMesh() |
Returns true if this mesh is an instanced mesh. | ModelLight.h |