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Used to store lightmap data during RerunConstructionScripts
| Name | FPrecomputedLightInstanceData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
| Include Path | #include "Components/LightComponent.h" |
Syntax
USTRUCT ()
struct FPrecomputedLightInstanceData : public FSceneComponentInstanceData
Inheritance Hierarchy
- FInstanceCacheDataBase → FActorComponentInstanceData → FSceneComponentInstanceData → FPrecomputedLightInstanceData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/LightComponent.h | |||
FPrecomputedLightInstanceData
(
const ULightComponent* SourceComponent |
Components/LightComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPrecomputedLightInstanceData() |
Components/LightComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LightGuid | FGuid | Components/LightComponent.h | ||
| OriginalLightGuid | FGuid | Components/LightComponent.h | ||
| PreviewShadowMapChannel | int32 | Components/LightComponent.h | ||
| Transform | FTransform | Components/LightComponent.h |
Functions
Public
Overridden from FActorComponentInstanceData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyToComponent
(
UActorComponent* Component, |
Applies this component instance data to the supplied component | Components/LightComponent.h | |
virtual bool ContainsData() |
Determines if any instance data was actually saved. | Components/LightComponent.h |