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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FLightMap2D
Description
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.
| Name | AllocateInstancedLightMap |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/LightMap.h |
| Include Path | #include "LightMap.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LightMap.cpp |
static TRefCountPtr < FLightMap2D > AllocateInstancedLightMap
(
UObject * LightMapOuter,
UInstancedStaticMeshComponent * Component,
TArray < TUniquePtr < FQuantizedLightmapData > > SourceQuantizedData,
TArray < TMap < ULightComponent *, TUniquePtr < FShadowMapData2D > > > && InstancedShadowMapData,
UMapBuildDataRegistry * Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType InPaddingType,
ELightMapFlags LightmapFlags
)
Parameters
| Name | Remarks |
|---|---|
| Component | The component that owns this lightmap |
| SourceQuantizedData | If the data is already quantized, the values will be in here, and not in RawData. |
| Bounds | The bounds of the primitive the light-map will be rendered on. Used as a hint to pack light-maps on nearby primitives in the same texture. |
| InPaddingType | the method for padding the lightmap. |
| LightmapFlags | flags that determine how the lightmap is stored (e.g. streamed or not) |