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A mesh which is used for computing static lighting.
| Name | FStaticLightingMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/StaticLighting.h |
| Include Path | #include "StaticLighting.h" |
Syntax
class FStaticLightingMesh : public virtual FRefCountedObject
Inheritance Hierarchy
- FRefCountedObject → FStaticLightingMesh
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StaticLighting.h | |||
FStaticLightingMesh
(
int32 InNumTriangles, |
Initialization constructor. | StaticLighting.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FStaticLightingMesh() |
Virtual destructor. | StaticLighting.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadow | const uint32 | Whether the mesh casts a shadow. | StaticLighting.h | |
| BoundingBox | FBox | The bounding box of the mesh. | StaticLighting.h | |
| bTwoSidedMaterial | const uint32 | Whether the mesh uses a two-sided material. | StaticLighting.h | |
| Component | const UPrimitiveComponent *const | The primitive component this mesh was created by. | StaticLighting.h | |
| ComponentGuid | FGuid | The guid identifying the component associated with this mesh | StaticLighting.h | |
| Guid | FGuid | Unique ID for tracking this lighting mesh during distributed lighting | StaticLighting.h | |
| HLODChildEndIndex | uint32 | StaticLighting.h | ||
| HLODChildStartIndex | uint32 | StaticLighting.h | ||
| HLODTreeIndex | uint32 | StaticLighting.h | ||
| NumShadingTriangles | const int32 | The number of shading triangles in the mesh. | StaticLighting.h | |
| NumShadingVertices | const int32 | The number of shading vertices in the mesh. | StaticLighting.h | |
| NumTriangles | const int32 | The number of triangles in the mesh that will be used for visibility tests. | StaticLighting.h | |
| NumVertices | const int32 | The number of vertices in the mesh that will be used for visibility tests. | StaticLighting.h | |
| OtherMeshLODs | TArray< TRefCountPtr< FStaticLightingMesh > > | Other FStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD. | StaticLighting.h | |
| RelevantLights | const TArray< ULightComponent * > | The lights which affect the mesh's primitive. | StaticLighting.h | |
| RelevantLightsGuid | TArray< FGuid > | The guids of the lights which affect the mesh's primitive. | StaticLighting.h | |
| SourceMeshGuid | FGuid | Cached guid for the source mesh | StaticLighting.h | |
| TextureCoordinateIndex | const int32 | The texture coordinate index which is used to parametrize materials. | StaticLighting.h | |
| VisibilityIds | TArray< int32 > | Used for precomputed visibility | StaticLighting.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExportMeshInstance
(
FLightmassExporter* Exporter |
Export static lighting mesh instance data to an exporter | StaticLighting.h | |
virtual const FGuid & GetLightingGuid() |
Returns the Guid used for static lighting. | StaticLighting.h | |
virtual void GetShadingTriangle
(
int32 TriangleIndex, |
Accesses a triangle for shading. | StaticLighting.h | |
virtual void GetShadingTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices for shading. | StaticLighting.h | |
void GetTriangle
(
int32 TriangleIndex, |
Accesses a triangle. | StaticLighting.h | |
void GetTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices. | StaticLighting.h | |
FLightRayIntersection IntersectLightRay
(
const FVector& Start, |
Checks if a line segment intersects the mesh. | StaticLighting.h | |
virtual bool IsControllingShadowPerElement() |
StaticLighting.h | ||
bool IsInstancedMesh() |
Returns true if this mesh is an instanced mesh. | StaticLighting.h | |
virtual bool IsTriangleCastingShadow
(
uint32 TriangleIndex |
StaticLighting.h | ||
virtual bool IsUniformShadowCaster() |
Checks whether ShouldCastShadow will return true always. | StaticLighting.h | |
virtual void Serialize
(
FArchive& Ar |
StaticLighting.h | ||
virtual bool ShouldCastShadow
(
ULightComponent* Light, |
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. | StaticLighting.h |