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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FRefCountedObject
- FStaticLightingMesh
- FStaticMeshStaticLightingMesh
- FStaticLightingMesh_InstancedStaticMesh
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/StaticMeshLight.h |
Include | #include "StaticMeshLight.h" |
Syntax
class FStaticMeshStaticLightingMesh : public FStaticLightingMesh
Remarks
Represents the triangles of one LOD of a static mesh primitive to the static lighting system.
Variables
Type | Name | Description | |
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const int32 | LODIndex | The LOD this mesh represents. |
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TArray< FStaticLightingMesh * > | OtherLODs | The meshes representing other LODs of this primitive. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FStaticMeshStaticLightingMesh
(
const UStaticMeshComponent* InPrimitive, |
Initialization constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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const FSplineMeshParams * | ||
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void | SetLocalToWorld
(
const FMatrix& InLocalToWorld |
Sets the local to world matrix for this mesh, will also update LocalToWorldInverseTranspose |
Overridden from FStaticLightingMesh
Type | Name | Description | |
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void | ExportMeshInstance
(
FLightmassExporter* Exporter |
Export static lighting mesh instance data to an exporter |
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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. |