FShadowMap2D::AllocateInstancedShadowMap

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

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ShadowMap.h

Include

#include "ShadowMap.h"

Source

/Engine/Source/Runtime/Engine/Private/ShadowMap.cpp

Syntax

static TRefCountPtr< FShadowMap2D > AllocateInstancedShadowMap
(
    UObject * LightMapOuter,
    UInstancedStaticMeshComponent * Component,
    TArray< TMap< ULightComponent *, TUniquePtr< FShadowMapData2D >>> && InstancedShadowMapData,
    UMapBuildDataRegistry * Registry,
    FGuid MapBuildDataId,
    const FBoxSphereBounds & Bounds,
    ELightMapPaddingType PaddingType,
    EShadowMapFlags ShadowmapFlags
)

Remarks

Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.

Parameters

Parameter

Description

Component

The component that owns this shadowmap

InstancedShadowMapData

The raw shadow-map data to fill the texture with.

Bounds

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

InPaddingType

the method for padding the shadowmap.

ShadowmapFlags

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

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