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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FLightSceneProxy
- FLocalLightSceneProxy
- FRectLightSceneProxy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/LocalLightSceneProxy.h |
Include | #include "LocalLightSceneProxy.h" |
Syntax
class FLocalLightSceneProxy : public FLightSceneProxy
Remarks
The parts of the point light scene info that aren't dependent on the light policy type.
Variables
Type | Name | Description | |
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float | FadeRange | |
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float | InverseExposureBlend | |
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float | InvRadius | One over the light's radius. |
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float | MaxDrawDistance | |
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float | Radius | The light radius. |
Constructors
Type | Name | Description | |
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FLocalLightSceneProxy
(
const ULocalLightComponent* Component |
Initialization constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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FVector | GetPerObjectProjectedShadowProjectionPoint
(
const FBoxSphereBounds& SubjectBounds |
|
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void | UpdateRadius
(
float ComponentRadius |
Updates the light scene info's radius from the component. |
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void | UpdateRadius_GameThread
(
float Radius |
Called on the light scene info after it has been passed to the rendering thread to update the rendering thread's cached info when the light's radius changes. |
Overridden from FLightSceneProxy
Type | Name | Description | |
---|---|---|---|
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bool | AffectsBounds
(
const FBoxSphereBounds& Bounds |
Tests whether the light affects the given bounding volume. |
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FSphere | ||
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float | GetEffectiveScreenRadius
(
const FViewMatrices& ShadowViewMatrices, |
TODO: refactor this to move into the shadow scene renderer. |
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float | GetFadeRange () |
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float | ||
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bool | GetPerObjectProjectedShadowInitializer
(
const FBoxSphereBounds& SubjectBounds, |
Sets up a projected shadow initializer for the given subject. |
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float | GetRadius () |
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bool | GetScissorRect
(
FIntRect& ScissorRect, |
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bool | IsLocalLight () |
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bool | SetScissorRect
(
FRHICommandList& RHICmdList, |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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float | GetEffectiveScreenRadius
(
const FViewMatrices& ShadowViewMatrices |
The GetEffectiveScreenRadius() that uses the screen-percentage scaled view rect (above) is used now. |