Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h |
Include |
#include "Components/LightComponent.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Components/LightComponent.cpp |
Iterates over ALL stationary light components in the target world and assigns their preview shadowmap channel, and updates light icons accordingly. Also handles assignment after a lighting build, so that the same algorithm is used for previewing and static lighting.
This function is supposed to be called only when
loading a map (UEditorEngine::Map_Load)
a light's lighting cache gets invalidated (ULightComponent::InvalidateLightingCacheDetailed)
finishing a lighting build If you're adding more call sites to this function, make sure not to break GPULightmass as it is based on the above assumption