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The scene info for a spot light.
| Name | FSpotLightSceneProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SpotLightSceneProxy.h |
| Include Path | #include "SpotLightSceneProxy.h" |
Syntax
class FSpotLightSceneProxy : public FPointLightSceneProxy
Inheritance Hierarchy
- FLightSceneProxyFixLayout → FLightSceneProxy → FLocalLightSceneProxy → FPointLightSceneProxy → FSpotLightSceneProxy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSpotLightSceneProxy
(
const USpotLightComponent* Component |
Initialization constructors. | SpotLightSceneProxy.h | |
FSpotLightSceneProxy
(
const FSpotLightSceneProxyDesc& LightDesc |
SpotLightSceneProxy.h |
Functions
Public
Public Virtual
Overridden from FLightSceneProxy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AffectsBounds
(
const FBoxSphereBounds& Bounds |
Tests whether the light affects the given bounding volume. | SpotLightSceneProxy.h | |
virtual FSphere GetBoundingSphere() |
SpotLightSceneProxy.h | ||
virtual float GetEffectiveScreenRadius
(
const FViewMatrices& ShadowViewMatrices, |
TODO: refactor this to move into the shadow scene renderer. | SpotLightSceneProxy.h | |
virtual void GetLightShaderParameters
(
FLightRenderParameters& LightParameters, |
Accesses parameters needed for rendering the light. | SpotLightSceneProxy.h | |
virtual float GetOuterConeAngle() |
SpotLightSceneProxy.h | ||
virtual bool GetWholeSceneProjectedShadowInitializer
(
const FSceneViewFamily& ViewFamily, |
Sets up a projected shadow initializer for shadows from the entire scene. | SpotLightSceneProxy.h |