ULightComponent::ReassignStationaryLightChannels

Iterates over ALL stationary light components in the target world and assigns their preview shadowmap channel, and updates light icons accordingly.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/LightComponent.h

Include

#include "Components/LightComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/LightComponent.cpp

Syntax

static void ReassignStationaryLightChannels
(
    UWorld * TargetWorld,
    bool bAssignForLightingBuild,
    ULevel * LightingScenario
)

Remarks

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

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