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Unreal Engine C++ API Reference > Runtime > Engine > FPrimitiveSceneProxy
Syntax
uint8 bSingleSampleShadowFromStationaryLights: 1
Remarks
Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.