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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FRefCountedObject
- FStaticLightingMesh
- FBSPSurfaceStaticLighting
- FLandscapeStaticLightingMesh
- FStaticMeshStaticLightingMesh
- FStaticLightingMesh_InstancedStaticMesh
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/StaticLighting.h |
Include | #include "StaticLighting.h" |
Syntax
class FStaticLightingMesh : public virtual FRefCountedObject
Remarks
A mesh which is used for computing static lighting.
Variables
Type | Name | Description | |
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const uint32: 1 | bCastShadow | Whether the mesh casts a shadow. |
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FBox | BoundingBox | The bounding box of the mesh. |
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const uint32: 1 | bTwoSidedMaterial | Whether the mesh uses a two-sided material. |
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const UPrimitiveComponent *const | Component | The primitive component this mesh was created by. |
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FGuid | Guid | Unique ID for tracking this lighting mesh during distributed lighting |
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uint32 | HLODChildEndIndex | |
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uint32 | HLODChildStartIndex | |
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uint32 | HLODTreeIndex | |
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const int32 | NumShadingTriangles | The number of shading triangles in the mesh. |
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const int32 | NumShadingVertices | The number of shading vertices in the mesh. |
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const int32 | NumTriangles | The number of triangles in the mesh that will be used for visibility tests. |
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const int32 | NumVertices | The number of vertices in the mesh that will be used for visibility tests. |
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TArray< TRefCountPtr< FStaticLightingMesh > > | OtherMeshLODs | Other FStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD. |
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const TArray< ULightComponent * > | RelevantLights | The lights which affect the mesh's primitive. |
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FGuid | SourceMeshGuid | Cached guid for the source mesh |
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const int32 | TextureCoordinateIndex | The texture coordinate index which is used to parametrize materials. |
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TArray< int32 > | VisibilityIds | Used for precomputed visibility |
Constructors
Type | Name | Description | |
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FStaticLightingMesh
(
int32 InNumTriangles, |
Initialization constructor. |
Destructors
Type | Name | Description | |
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Virtual destructor. |
Functions
Type | Name | Description | |
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void | ExportMeshInstance
(
FLightmassExporter* Exporter |
Export static lighting mesh instance data to an exporter |
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const FGuid & | Returns the Guid used for static lighting. | |
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void | GetShadingTriangle
(
int32 TriangleIndex, |
Accesses a triangle for shading. |
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void | GetShadingTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices for shading. |
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void | GetTriangle
(
int32 TriangleIndex, |
Accesses a triangle. |
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void | GetTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices. |
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FLightRayIntersection | IntersectLightRay
(
const FVector& Start, |
Checks if a line segment intersects the mesh. |
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bool | ||
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bool | IsTriangleCastingShadow
(
uint32 TriangleIndex |
|
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bool | Checks whether ShouldCastShadow will return true always. | |
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bool | ShouldCastShadow
(
ULightComponent* Light, |
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. |