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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FLightSceneProxy
Description
Note: The Rendering thread must not dereference UObjects! The game thread owns UObject state and may be writing to them at any time. Mirror the data in the scene proxy and access that instead.
| Name | GetLightComponent |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/LightSceneProxy.h |
| Include Path | #include "LightSceneProxy.h" |
const ULightComponent * GetLightComponent() const