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Represents the triangles of one LOD of a static mesh primitive to the static lighting system.
| Name | FStaticMeshStaticLightingMesh |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/StaticMeshLight.h |
| Include Path | #include "StaticMeshLight.h" |
Syntax
class FStaticMeshStaticLightingMesh : public FStaticLightingMesh
Inheritance Hierarchy
- FRefCountedObject → FStaticLightingMesh → FStaticMeshStaticLightingMesh
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StaticMeshLight.h | |||
FStaticMeshStaticLightingMesh
(
const UStaticMeshComponent* InPrimitive, |
Initialization constructor. | StaticMeshLight.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OtherLODs | TArray< FStaticLightingMesh * > | The meshes representing other LODs of this primitive. | StaticMeshLight.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReverseWinding | const uint32 | True if the primitive has a transform which reverses the winding of its triangles. | StaticMeshLight.h | |
| LocalToWorld | FMatrix | Cached local to world matrix to transform all the verts by | StaticMeshLight.h | |
| LocalToWorldDeterminant | float | Cached determinant for the local to world | StaticMeshLight.h | |
| LocalToWorldInverseTranspose | FMatrix | The inverse transpose of the primitive's local to world transform. | StaticMeshLight.h | |
| LODIndexBuffer | FIndexArrayView | A view in to the index buffer for this LOD. | StaticMeshLight.h | |
| LODRenderData | FStaticMeshLODResources * | The resources for this LOD. | StaticMeshLight.h | |
| Primitive | const UStaticMeshComponent *const | The primitive this mesh represents. | StaticMeshLight.h | |
| StaticMesh | const UStaticMesh * | The static mesh this mesh represents. | StaticMeshLight.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FSplineMeshParams * GetSplineParameters() |
StaticMeshLight.h |
Overridden from FStaticLightingMesh
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExportMeshInstance
(
FLightmassExporter* Exporter |
Export static lighting mesh instance data to an exporter | StaticMeshLight.h | |
virtual void GetTriangle
(
int32 TriangleIndex, |
Accesses a triangle. | StaticMeshLight.h | |
virtual void GetTriangleIndices
(
int32 TriangleIndex, |
Accesses a triangle's vertex indices. | StaticMeshLight.h | |
virtual FLightRayIntersection IntersectLightRay
(
const FVector& Start, |
Checks if a line segment intersects the mesh. | StaticMeshLight.h | |
virtual bool IsControllingShadowPerElement() |
StaticMeshLight.h | ||
virtual bool IsInstancedMesh() |
Returns true if this mesh is an instanced mesh. | StaticMeshLight.h | |
virtual bool IsTriangleCastingShadow
(
uint32 TriangleIndex |
StaticMeshLight.h | ||
virtual bool IsUniformShadowCaster() |
Checks whether ShouldCastShadow will return true always. | StaticMeshLight.h | |
virtual bool ShouldCastShadow
(
ULightComponent* Light, |
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. | StaticMeshLight.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetLocalToWorld
(
const FMatrix& InLocalToWorld |
Sets the local to world matrix for this mesh, will also update LocalToWorldInverseTranspose | StaticMeshLight.h |