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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FShadowMap2D
Description
Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.
| Name | AllocateInstancedShadowMap |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShadowMap.h |
| Include Path | #include "ShadowMap.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ShadowMap.cpp |
static TRefCountPtr < FShadowMap2D > AllocateInstancedShadowMap
(
UObject * LightMapOuter,
UInstancedStaticMeshComponent * Component,
TArray < TMap < ULightComponent *, TUniquePtr < FShadowMapData2D > > > && InstancedShadowMapData,
UMapBuildDataRegistry * Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType PaddingType,
EShadowMapFlags ShadowmapFlags
)
Parameters
| Name | Remarks |
|---|---|
| Component | The component that owns this shadowmap |
| InstancedShadowMapData | The raw shadow-map data to fill the texture with. |
| Bounds | The bounds of the primitive the shadow-map will be rendered on. Used as a hint to pack shadow-maps on nearby primitives in the same texture. |
| InPaddingType | the method for padding the shadowmap. |
| ShadowmapFlags | flags that determine how the shadowmap is stored (e.g. streamed or not) |