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