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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FLightMap2D
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/LightMap.h |
| Include | #include "LightMap.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LightMap.cpp |
static TRefCountPtr< FLightMap2D > AllocateInstancedLightMap
&40;
UObject &42; LightMapOuter,
UInstancedStaticMeshComponent &42; Component,
TArray< TUniquePtr< FQuantizedLightmapData >> SourceQuantizedData,
TArray< TMap< ULightComponent &42;, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
UMapBuildDataRegistry &42; Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType InPaddingType,
ELightMapFlags LightmapFlags
&41;
Remarks
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.
Parameters
| Name | Description |
|---|---|
| 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) |