FLightMap2D::AllocateInstancedLightMap

Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/LightMap.h

Include

#include "LightMap.h"

Source

/Engine/Source/Runtime/Engine/Private/LightMap.cpp

Syntax

static TRefCountPtr< FLightMap2D > AllocateInstancedLightMap
(
    UObject * LightMapOuter,
    UInstancedStaticMeshComponent * Component,
    TArray< TUniquePtr< FQuantizedLightmapData >> SourceQuantizedData,
    TArray< TMap< ULightComponent *, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
    UMapBuildDataRegistry * Registry,
    FGuid MapBuildDataId,
    const FBoxSphereBounds & Bounds,
    ELightMapPaddingType InPaddingType,
    ELightMapFlags LightmapFlags
)

Remarks

Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.

Parameters

Parameter

Description

Component

The component that owns this lightmap

SourceQuantizedData

If the data is already quantized, the values will be in here, and not in RawData.

Bounds

The bounds of the primitive the light-map will be rendered on. Used as a hint to pack light-maps on nearby primitives in the same texture.

InPaddingType

the method for padding the lightmap.

LightmapFlags

flags that determine how the lightmap is stored (e.g. streamed or not)

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