FLightSceneProxy::GetLightComponent

Note: The Rendering thread must not dereference UObjects! The game thread owns [UObject](API\Runtime\CoreUObject\UObject\UObject) state and may be writing to them at any time.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SceneManagement.h

Include

#include "SceneManagement.h"

Syntax

const ULightComponent * GetLightComponent() const

Remarks

Note: The Rendering thread must not dereference UObjects! The game thread owns UObject state and may be writing to them at any time. Mirror the data in the scene proxy and access that instead.

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