Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FShadowMap2D
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/ShadowMap.h |
| Include | #include "ShadowMap.h" |
| Source | /Engine/Source/Runtime/Engine/Private/ShadowMap.cpp |
static TRefCountPtr< FShadowMap2D > AllocateInstancedShadowMap
&40;
UObject &42; LightMapOuter,
UInstancedStaticMeshComponent &42; Component,
TArray< TMap< ULightComponent &42;, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
UMapBuildDataRegistry &42; Registry,
FGuid MapBuildDataId,
const FBoxSphereBounds & Bounds,
ELightMapPaddingType PaddingType,
EShadowMapFlags ShadowmapFlags
&41;
Remarks
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.
Parameters
| Name | Description |
|---|---|
| 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) |