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Information about a single shadow cascade.
| Name | FShadowCascadeSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
class FShadowCascadeSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FShadowCascadeSettings() |
SceneManagement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFarShadowCascade | bool | When enabled, the cascade only renders objects marked with bCastFarShadows enabled (e.g. Landscape). | SceneManagement.h | |
| CascadeBiasDistribution | float | Strength of depth bias across cascades. | SceneManagement.h | |
| FadePlaneLength | float | The length of the fade region (SplitFar - FadePlaneOffset), in world units (linear). | SceneManagement.h | |
| FadePlaneOffset | float | ?? The distance from the camera to the start of the fade region, in world units (linear). | SceneManagement.h | |
| FarFrustumPlane | FPlane | SceneManagement.h | ||
| NearFrustumPlane | FPlane | SceneManagement.h | ||
| ShadowBoundsAccurate | FConvexVolume | The accurate bounds of the cascade used for primitive culling. | SceneManagement.h | |
| ShadowSplitIndex | int32 | Index of the split if this is a whole scene shadow from a directional light, Or index of the direction if this is a whole scene shadow from a point light, otherwise INDEX_NONE. | SceneManagement.h | |
| SplitFar | float | The distance from the camera to the far split plane, in world units (linear). | SceneManagement.h | |
| SplitFarFadeRegion | float | In world units (linear). | SceneManagement.h | |
| SplitNear | float | The distance from the camera to the near split plane, in world units (linear). | SceneManagement.h | |
| SplitNearFadeRegion | float | In world units (linear). | SceneManagement.h |