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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FLocalLightSceneProxy > API/Runtime/Engine/FLocalLightSceneProxy/GetEffectiveScreenRadius
- FLightSceneProxy::GetEffectiveScreenRadius()
- FLocalLightSceneProxy::GetEffectiveScreenRadius()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/LocalLightSceneProxy.h |
| Include | #include "LocalLightSceneProxy.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LocalLightSceneProxy.cpp |
virtual float GetEffectiveScreenRadius
&40;
const FViewMatrices & ShadowViewMatrices,
const FIntPoint & CameraViewRectSize
&41; const
Remarks
TODO: refactor this to move into the shadow scene renderer.