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Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.
| Name | FIndirectLightingCacheAllocation |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/PrimitiveSceneInfo.h |
| Include Path | #include "PrimitiveSceneInfo.h" |
Syntax
class FIndirectLightingCacheAllocation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FIndirectLightingCacheAllocation() |
PrimitiveSceneInfo.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Add | FVector | Add factor for calculating UVs from position. | PrimitiveSceneInfo.h | |
| AllocationTexelSize | int32 | Size in texels of the allocation into the volume texture atlas. | PrimitiveSceneInfo.h | |
| bHasEverUpdatedSingleSample | bool | Whether SingleSamplePacked has ever been populated with valid results, used to initialize. | PrimitiveSceneInfo.h | |
| bIsDirty | bool | Whether the primitive allocation is dirty and should be updated regardless of having moved. | PrimitiveSceneInfo.h | |
| bPointSample | bool | Whether this allocation is a point sample and therefore was not put into the volume texture atlas. | PrimitiveSceneInfo.h | |
| bUnbuiltPreview | bool | PrimitiveSceneInfo.h | ||
| CurrentDirectionalShadowing | float | Current shadowing of the stationary directional light. | PrimitiveSceneInfo.h | |
| CurrentSkyBentNormal | FVector4f | Current directional occlusion of the sky. | PrimitiveSceneInfo.h | |
| MaxUV | FVector | Used to clamp lookup UV to a valid range for pixels outside the object's bounding box. | PrimitiveSceneInfo.h | |
| MinTexel | FIntVector | Block index in the volume texture atlas, can represent unallocated. | PrimitiveSceneInfo.h | |
| MinUV | FVector | Used to clamp lookup UV to a valid range for pixels outside the object's bounding box. | PrimitiveSceneInfo.h | |
| Scale | FVector | Scale factor for calculating UVs from position. | PrimitiveSceneInfo.h | |
| SingleSamplePacked0 | FVector4f | Current SH sample used when lighting the entire object with one sample. | PrimitiveSceneInfo.h | |
| SingleSamplePacked1 | FVector4f | PrimitiveSceneInfo.h | ||
| SingleSamplePacked2 | FVector4f | PrimitiveSceneInfo.h | ||
| SingleSamplePosition | FVector | Current position of the single lighting sample. Used for interpolation over time. | PrimitiveSceneInfo.h | |
| TargetDirectionalShadowing | float | Target shadowing of the stationary directional light. | PrimitiveSceneInfo.h | |
| TargetPosition | FVector | Position at the new single lighting sample. Used for interpolation over time. | PrimitiveSceneInfo.h | |
| TargetSamplePacked0 | FVector4f | SH sample at the new single lighting sample position. Used for interpolation over time. | PrimitiveSceneInfo.h | |
| TargetSamplePacked1 | FVector4f | PrimitiveSceneInfo.h | ||
| TargetSamplePacked2 | FVector4f | PrimitiveSceneInfo.h | ||
| TargetSkyBentNormal | FVector4f | Target directional occlusion of the sky. | PrimitiveSceneInfo.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsValid() |
PrimitiveSceneInfo.h | ||
void SetDirty() |
PrimitiveSceneInfo.h | ||
void SetParameters
(
FIntVector InMinTexel, |
PrimitiveSceneInfo.h |