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A texture containing depth values of static objects that was computed during the lighting build. Used by Stationary lights to shadow translucency.
| Name | FStaticShadowDepthMap |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
| Include Path | #include "Components/LightComponent.h" |
Syntax
class FStaticShadowDepthMap : public FTexture
Inheritance Hierarchy
- FRenderResource → FTexture → FStaticShadowDepthMap
- FTexture → FStaticShadowDepthMap
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticShadowDepthMap() |
Components/LightComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | const FStaticShadowDepthMapData * | Components/LightComponent.h |
Functions
Public
Overridden from FRenderResource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitRHI
(
FRHICommandListBase& RHICmdList |
Components/LightComponent.h |