Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/ULightComponent
Description
Iterates over ALL stationary light components in the target world and assigns their preview shadowmap channel, and updates light icons accordingly. Also handles assignment after a lighting build, so that the same algorithm is used for previewing and static lighting.
This function is supposed to be called only when
- loading a map (UEditorEngine::Map_Load)
- a light's lighting cache gets invalidated (ULightComponent::InvalidateLightingCacheDetailed)
- finishing a lighting build If you're adding more call sites to this function, make sure not to break GPULightmass as it is based on the above assumption
| Name | ReassignStationaryLightChannels |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
| Include Path | #include "Components/LightComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/LightComponent.cpp |
static void ReassignStationaryLightChannels
(
UWorld * TargetWorld,
bool bAssignForLightingBuild,
FStaticLightingBuildContext * LightingContext
)