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| Name | FLightSceneProxyDesc |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/LightSceneProxyDesc.h |
| Include Path | #include "LightSceneProxyDesc.h" |
Syntax
struct FLightSceneProxyDesc
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLightSceneProxyDesc() |
LightSceneProxyDesc.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FLightSceneProxyDesc() |
LightSceneProxyDesc.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AtmosphereSunDiskColorScale | FLinearColor | LightSceneProxyDesc.h | ||
| AtmosphereSunLightIndex | uint8 | The index of the atmospheric light. | LightSceneProxyDesc.h | |
| bAffectGlobalIllumination | uint8 | Whether the light affects global illumination, when ray-traced global illumination is enabled. | LightSceneProxyDesc.h | |
| bAffectReflection | uint8 | Whether the light affects objects in reflections, when ray-traced reflection is enabled. | LightSceneProxyDesc.h | |
| bAffectTranslucentLighting | uint8 | Whether the light affects translucency or not. | LightSceneProxyDesc.h | |
| bAllowMegaLights | uint8 | Whether the light should be rendered with MegaLights. | LightSceneProxyDesc.h | |
| bCastDynamicShadow | uint8 | True if the light casts dynamic shadows. | LightSceneProxyDesc.h | |
| bCastHairStrandsDeepShadow | uint8 | Whether the light should cast high quality hair-strands self-shadowing. | LightSceneProxyDesc.h | |
| bCastShadowsFromCinematicObjectsOnly | uint8 | Whether the light should only cast shadows from components marked as bCastCinematicShadows. | LightSceneProxyDesc.h | |
| bCastStaticShadow | uint8 | True if the light casts static shadows. | LightSceneProxyDesc.h | |
| bCastTranslucentShadows | uint8 | Whether the light is allowed to cast dynamic shadows from translucency. | LightSceneProxyDesc.h | |
| bCastVolumetricShadow | uint8 | Whether the light shadows volumetric fog. Disabling this can save GPU time. | LightSceneProxyDesc.h | |
| bContactShadowLengthInWS | uint8 | Persistent properties True: length of screen space ray trace for sharp contact shadows is in world space. | LightSceneProxyDesc.h | |
| bEnableLightShaftBloom | uint8 | Whether to render light shaft bloom from this light. | LightSceneProxyDesc.h | |
| bForceCachedShadowsForMovablePrimitives | uint8 | Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0. | LightSceneProxyDesc.h | |
| bIsPrecomputedLightingValid | uint8 | Whether the precomputed lighting is valid. | LightSceneProxyDesc.h | |
| BloomMaxBrightness | float | After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness. | LightSceneProxyDesc.h | |
| BloomScale | float | Scales the additive color. | LightSceneProxyDesc.h | |
| BloomThreshold | float | Scene color must be larger than this to create bloom in the light shafts. | LightSceneProxyDesc.h | |
| BloomTint | FColor | Multiplies against scene color to create the bloom color. | LightSceneProxyDesc.h | |
| bMovable | uint8 | True if the light's Mobility is set to Movable. | LightSceneProxyDesc.h | |
| bSelected | uint8 | Whether the light is selected in the editor. | LightSceneProxyDesc.h | |
| bStaticLighting | uint8 | True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. | LightSceneProxyDesc.h | |
| bStaticShadowing | uint8 | Whether the light has static direct shadowing. | LightSceneProxyDesc.h | |
| bTransmission | uint8 | Whether light from this light transmits through surfaces with subsurface scattering profiles. | LightSceneProxyDesc.h | |
| bUsedAsAtmosphereSunLight | uint8 | Whether to consider light as a sunlight for atmospheric scattering and exponential height fog. | LightSceneProxyDesc.h | |
| bUseRayTracedDistanceFieldShadows | uint8 | Whether to use ray traced distance field area shadows. | LightSceneProxyDesc.h | |
| CastRaytracedShadow | TEnumAsByte< ECastRayTracedShadow::Type > | Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). | LightSceneProxyDesc.h | |
| Color | FLinearColor | The light color. | LightSceneProxyDesc.h | |
| ComponentName | FName | The name of the light component. | LightSceneProxyDesc.h | |
| ContactShadowCastingIntensity | float | Intensity of the shadows cast by primitives with "cast contact shadow" enabled. | LightSceneProxyDesc.h | |
| ContactShadowLength | float | Length of screen space ray trace for sharp contact shadows. | LightSceneProxyDesc.h | |
| ContactShadowNonCastingIntensity | float | Intensity of the shadows cast by primitives with "cast contact shadow" disabled. | LightSceneProxyDesc.h | |
| DeepShadowLayerDistribution | float | Deep shadow layer distribution. | LightSceneProxyDesc.h | |
| DiffuseScale | float | Diffuse scale | LightSceneProxyDesc.h | |
| IESTexture | TObjectPtr< class UTextureLightProfile > | IES texture (light profiles from real world measured data) | LightSceneProxyDesc.h | |
| IndirectLightingScale | float | Scale for indirect lighting from this light. When 0, indirect lighting is disabled. | LightSceneProxyDesc.h | |
| LevelName | FName | The name of the level the light is in. | LightSceneProxyDesc.h | |
| LightComponent | const ULightComponent * | Transient properties The light component. | LightSceneProxyDesc.h | |
| LightComponentId | FLightComponentId | A runtime unique id that can be used to identify light source | LightSceneProxyDesc.h | |
| LightFunctionDisabledBrightness | float | Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows. | LightSceneProxyDesc.h | |
| LightFunctionFadeDistance | float | Distance at which the light function should be completely faded to DisabledBrightness. | LightSceneProxyDesc.h | |
| LightFunctionMaterial | TObjectPtr< class UMaterialInterface > | The light function material to be applied to this light. | LightSceneProxyDesc.h | |
| LightFunctionScale | FVector | Light function parameters. | LightSceneProxyDesc.h | |
| LightGuid | FGuid | The light's persistent shadowing GUID. | LightSceneProxyDesc.h | |
| LightingChannelMask | uint8 | Channels that this light should affect. | LightSceneProxyDesc.h | |
| LightType | uint8 | The light type (ELightComponentType) | LightSceneProxyDesc.h | |
| MapBuildDataShadowMapChannel | int32 | Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass. | LightSceneProxyDesc.h | |
| MegaLightsShadowMethod | TEnumAsByte< EMegaLightsShadowMethod::Type > | Whether the light shadows are computed with shadow-mapping or ray-tracing (when available). | LightSceneProxyDesc.h | |
| PreviewShadowMapChannel | int32 | Transient shadowmap channel used to preview the results of stationary light shadowmap packing. | LightSceneProxyDesc.h | |
| RayEndBias | float | Bias applied to end of shadow rays (-1 if global value should be used) | LightSceneProxyDesc.h | |
| RayStartOffsetDepthScale | float | Controls how large of an offset ray traced shadows have from the receiving surface as the camera gets further away. | LightSceneProxyDesc.h | |
| SamplesPerPixel | uint32 | Samples per pixel for ray tracing | LightSceneProxyDesc.h | |
| SceneInterface | FSceneInterface * | The scene the light is in. | LightSceneProxyDesc.h | |
| ShadowBias | float | User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float | LightSceneProxyDesc.h | |
| ShadowResolutionScale | float | LightSceneProxyDesc.h | ||
| ShadowSharpen | float | Sharpen shadow filtering | LightSceneProxyDesc.h | |
| ShadowSlopeBias | float | User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float | LightSceneProxyDesc.h | |
| SpecularScale | float | Specular scale | LightSceneProxyDesc.h | |
| ViewLightingChannelMask | uint8 | View / light masking support. Controls which views this light should affect. | LightSceneProxyDesc.h | |
| VolumetricScatteringIntensity | float | Scales this light's intensity for volumetric scattering. | LightSceneProxyDesc.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FStaticShadowDepthMap * GetStaticShadowDepthMap() |
LightSceneProxyDesc.h | ||
TStatId GetStatID() |
LightSceneProxyDesc.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
LightSceneProxyDesc.h |