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