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API > API/Runtime > API/Runtime/Engine
| Name | UMapBuildDataRegistry |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/MapBuildDataRegistry.h |
| Include Path | #include "Engine/MapBuildDataRegistry.h" |
Syntax
UCLASS (MinimalAPI)
class UMapBuildDataRegistry : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMapBuildDataRegistry
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMapBuildDataRegistry
(
const FObjectInitializer& ObjectInitializer |
Engine/MapBuildDataRegistry.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LevelLightingQuality | TEnumAsByte< enum ELightingBuildQuality > | The lighting quality the level was last built with | Engine/MapBuildDataRegistry.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSetupResourceClusters | bool | Engine/MapBuildDataRegistry.h | ||
| DestroyFence | FRenderCommandFence | Engine/MapBuildDataRegistry.h | ||
| LevelPrecomputedLightVolumeBuildData | TMap< FGuid, FPrecomputedLightVolumeData * > | Engine/MapBuildDataRegistry.h | ||
| LevelPrecomputedVolumetricLightmapBuildData | TMap< FGuid, FPrecomputedVolumetricLightmapData * > | Engine/MapBuildDataRegistry.h | ||
| LightBuildData | TMap< FGuid, FLightComponentMapBuildData > | Engine/MapBuildDataRegistry.h | ||
| LightmapResourceClusters | TArray< FLightmapResourceCluster > | Engine/MapBuildDataRegistry.h | ||
| MeshBuildData | TMap< FGuid, FMeshMapBuildData > | Engine/MapBuildDataRegistry.h | ||
| RedirectedRegistriesRefcount | TMap< FName, int32 > | Engine/MapBuildDataRegistry.h | ||
| Redirects | TMap< FGuid, UMapBuildDataRegistry * > | Engine/MapBuildDataRegistry.h | ||
| ReflectionCaptureBuildData | TMap< FGuid, FReflectionCaptureMapBuildData > | Engine/MapBuildDataRegistry.h | ||
| SkyAtmosphereBuildData | TMap< FGuid, FSkyAtmosphereMapBuildData > | Engine/MapBuildDataRegistry.h | ||
| VolumetricLightMapGridDesc | FVolumetricLightMapGridDesc * | Engine/MapBuildDataRegistry.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddLevelPrecomputedLightVolumeBuildData
(
const FGuid& LevelId, |
Engine/MapBuildDataRegistry.h | ||
void AddLevelPrecomputedVolumetricLightmapBuildData
(
const FGuid& LevelId, |
Engine/MapBuildDataRegistry.h | ||
FPrecomputedLightVolumeData & AllocateLevelPrecomputedLightVolumeBuildData
(
const FGuid& LevelId |
Allocates a new FPrecomputedLightVolumeData from the registry. | Engine/MapBuildDataRegistry.h | |
FPrecomputedVolumetricLightmapData & AllocateLevelPrecomputedVolumetricLightmapBuildData
(
const FGuid& LevelId |
Allocates a new FPrecomputedVolumetricLightmapData from the registry. | Engine/MapBuildDataRegistry.h | |
FMeshMapBuildData & AllocateMeshBuildData
(
const FGuid& MeshId, |
Allocates a new FMeshMapBuildData from the registry. | Engine/MapBuildDataRegistry.h | |
FReflectionCaptureMapBuildData & AllocateReflectionCaptureBuildData
(
const FGuid& CaptureId, |
Allocates a new FReflectionCaptureMapBuildData from the registry. | Engine/MapBuildDataRegistry.h | |
void ClearSkyAtmosphereBuildData() |
Engine/MapBuildDataRegistry.h | ||
FLightComponentMapBuildData & FindOrAllocateLightBuildData
(
FGuid LightId, |
Allocates a new FLightComponentMapBuildData from the registry. | Engine/MapBuildDataRegistry.h | |
FSkyAtmosphereMapBuildData & FindOrAllocateSkyAtmosphereBuildData
(
const FGuid& Guid |
Allocates a new FSkyAtmosphereMapBuildData from the registry. | Engine/MapBuildDataRegistry.h | |
| Engine/MapBuildDataRegistry.h | |||
const FPrecomputedLightVolumeData * GetLevelPrecomputedLightVolumeBuildData
(
FGuid LevelId |
Engine/MapBuildDataRegistry.h | ||
| Engine/MapBuildDataRegistry.h | |||
const FPrecomputedVolumetricLightmapData * GetLevelPrecomputedVolumetricLightmapBuildData
(
FGuid LevelId |
Engine/MapBuildDataRegistry.h | ||
FLightComponentMapBuildData * GetLightBuildData
(
FGuid LightId |
Engine/MapBuildDataRegistry.h | ||
const FLightComponentMapBuildData * GetLightBuildData
(
FGuid LightId |
Engine/MapBuildDataRegistry.h | ||
void GetLightmapResourceClusterStats
(
int32& NumMeshes, |
Engine/MapBuildDataRegistry.h | ||
FMeshMapBuildData * GetMeshBuildData
(
FGuid MeshId |
Engine/MapBuildDataRegistry.h | ||
const FMeshMapBuildData * GetMeshBuildData
(
FGuid MeshId |
Engine/MapBuildDataRegistry.h | ||
FMeshMapBuildData * GetMeshBuildDataDuringBuild
(
FGuid MeshId |
Engine/MapBuildDataRegistry.h | ||
FReflectionCaptureMapBuildData * GetReflectionCaptureBuildData
(
FGuid CaptureId |
Engine/MapBuildDataRegistry.h | ||
const FReflectionCaptureMapBuildData * GetReflectionCaptureBuildData
(
FGuid CaptureId |
Engine/MapBuildDataRegistry.h | ||
const FSkyAtmosphereMapBuildData * GetSkyAtmosphereBuildData
(
const FGuid& Guid |
Engine/MapBuildDataRegistry.h | ||
FVolumetricLightMapGridDesc * GetVolumetricLightMapGridDesc() |
Engine/MapBuildDataRegistry.h | ||
void HandleLegacyEncodedCubemapData() |
Called by HandleLegacyMapBuildData with legacy BuildData without ReflectionCapture Data or called by PostLoad for legacy BuildData with old EncodedData | Engine/MapBuildDataRegistry.h | |
void InitializeClusterRenderingResources
(
ERHIFeatureLevel::Type InFeatureLevel |
Initializes rendering resources for all lightmap resource clusters. | Engine/MapBuildDataRegistry.h | |
| Engine/MapBuildDataRegistry.h | |||
| Engine/MapBuildDataRegistry.h | |||
| Engine/MapBuildDataRegistry.h | |||
bool IsLegacyBuildData() |
Engine/MapBuildDataRegistry.h | ||
bool IsLightingValid
(
ERHIFeatureLevel::Type InFeatureLevel |
Engine/MapBuildDataRegistry.h | ||
void RedirectToRegistry
(
TArray< FGuid >& ActorInstances, |
Engine/MapBuildDataRegistry.h | ||
void RemoveRedirect
(
TArray< FGuid >& ActorInstances, |
Engine/MapBuildDataRegistry.h | ||
void SetupLightmapResourceClusters() |
Must be called once MeshBuildData is done being modified, to build resource clusters. | Engine/MapBuildDataRegistry.h | |
void SetVolumetricLightMapGridDesc
(
FVolumetricLightMapGridDesc* GridDesc |
Engine/MapBuildDataRegistry.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/MapBuildDataRegistry.h | ||
virtual void FinishDestroy() |
Engine/MapBuildDataRegistry.h | ||
virtual bool IsReadyForFinishDestroy() |
Engine/MapBuildDataRegistry.h | ||
virtual void PostLoad() |
Engine/MapBuildDataRegistry.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/MapBuildDataRegistry.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/MapBuildDataRegistry.h | ||
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
Engine/MapBuildDataRegistry.h | ||
static UMapBuildDataRegistry * Get
(
ULevel* OwnerLevel, |
Returns the associated UUMapBuildDataRegistry for a pair of Level/World | Engine/MapBuildDataRegistry.h | |
static UMapBuildDataRegistry * Get
(
const AActor* Actor |
Returns the associated UUMapBuildDataRegistry for an Actor | Engine/MapBuildDataRegistry.h | |
static UMapBuildDataRegistry * Get
(
const UActorComponent* Component |
Various helpers to access the UUMapBuildDataRegistry, necessary since the access patterns are different in WorldPartition maps than in map. | Engine/MapBuildDataRegistry.h |