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Used to store lightmap data during RerunConstructionScripts
| Name | FPrecomputedSkyLightInstanceData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkyLightComponent.h |
| Include Path | #include "Components/SkyLightComponent.h" |
Syntax
USTRUCT ()
struct FPrecomputedSkyLightInstanceData : public FSceneComponentInstanceData
Inheritance Hierarchy
- FInstanceCacheDataBase → FActorComponentInstanceData → FSceneComponentInstanceData → FPrecomputedSkyLightInstanceData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/SkyLightComponent.h | |||
FPrecomputedSkyLightInstanceData
(
const USkyLightComponent* SourceComponent |
Components/SkyLightComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPrecomputedSkyLightInstanceData() |
Components/SkyLightComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AverageBrightness | float | Components/SkyLightComponent.h | ||
| IrradianceEnvironmentMap | FSHVectorRGB3 | Components/SkyLightComponent.h | ||
| LightGuid | FGuid | Components/SkyLightComponent.h | ||
| OriginalLightGuid | FGuid | Components/SkyLightComponent.h | ||
| ProcessedSkyTexture | TRefCountPtr< FSkyTextureCubeResource > | This has to be refcounted to keep it alive during the handoff without doing a deep copy. | Components/SkyLightComponent.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/SkyLightComponent.h | |
virtual bool ContainsData() |
Determines if any instance data was actually saved. | Components/SkyLightComponent.h |