UMapBuildDataRegistry

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MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UMapBuildDataRegistry

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/MapBuildDataRegistry.h

Include

#include "Engine/MapBuildDataRegistry.h"

Syntax

class UMapBuildDataRegistry : public UObject

Variables

Name Description

Public variable

TEnumAsByte < en...

 

LevelLightingQuality

The lighting quality the level was last built with

Constructors

Name Description

Public function

UMapBuildDataRegistry

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

AddLevelPrecomputedLightVolumeBuildData

(
    const FGuid & LevelId,
    FPrecomputedLightVolumeData * I...
)

Public function

void

 

AddLevelPrecomputedVolumetricLightmapBuildData

(
    const FGuid & LevelId,
    FPrecomputedVolumetricLightmapData ...
)

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

FPrecomputed ...

 

AllocateLevelPrecomputedLightVolumeBuildData

(
    const FGuid & LevelId
)

Allocates a new FPrecomputedLightVolumeData from the registry.

Public function

FPrecomputed ...

 

AllocateLevelPrecomputedVolumetricLightmapBuildData

(
    const FGuid & LevelId
)

Allocates a new FPrecomputedVolumetricLightmapData from the registry.

Public function

FMeshMapBuil ...

 

AllocateMeshBuildData

(
    const FGuid & MeshId,
    bool bMarkDirty
)

Allocates a new FMeshMapBuildData from the registry.

Public function

FReflectionC ...

 

AllocateReflectionCaptureBuildData

(
    const FGuid & CaptureId,
    bool bMarkDirty
)

Allocates a new FReflectionCaptureMapBuildData from the registry.

Public function

void

 

ClearSkyAtmosphereBuildData()

Public function

FLightCompon ...

 

FindOrAllocateLightBuildData

(
    FGuid LightId,
    bool bMarkDirty
)

Allocates a new FLightComponentMapBuildData from the registry.

Public function

FSkyAtmosphe ...

 

FindOrAllocateSkyAtmosphereBuildData

(
    const FGuid & Guid
)

Allocates a new FAtmosphericFogMapBuildData from the registry.

Public function

FPrecomputed ...

 

GetLevelPrecomputedLightVolumeBuildData

(
    FGuid LevelId
)

Public function Const

const FPreco ...

 

GetLevelPrecomputedLightVolumeBuildData

(
    FGuid LevelId
)

Public function

FPrecomputed ...

 

GetLevelPrecomputedVolumetricLightmapBuildData

(
    FGuid LevelId
)

Public function Const

const FPreco ...

 

GetLevelPrecomputedVolumetricLightmapBuildData

(
    FGuid LevelId
)

Public function

FLightCompon ...

 

GetLightBuildData

(
    FGuid LightId
)

Public function Const

const FLight ...

 

GetLightBuildData

(
    FGuid LightId
)

Public function Const

void

 

GetLightmapResourceClusterStats

(
    int32 & NumMeshes,
    int32 & NumClusters
)

Public function

FMeshMapBuil ...

 

GetMeshBuildData

(
    FGuid MeshId
)

Public function Const

const FMeshM ...

 

GetMeshBuildData

(
    FGuid MeshId
)

Public function

FMeshMapBuil ...

 

GetMeshBuildDataDuringBuild

(
    FGuid MeshId
)

Public function

FReflectionC ...

 

GetReflectionCaptureBuildData

(
    FGuid CaptureId
)

Public function Const

const FRefle ...

 

GetReflectionCaptureBuildData

(
    FGuid CaptureId
)

Public function Const

const FSkyAt ...

 

GetSkyAtmosphereBuildData

(
    const FGuid & Guid
)

Public function

void

 

InitializeClusterRenderingResources

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Initializes rendering resources for all lightmap resource clusters.

Public function

void

 

InvalidateReflectionCaptures

(
    const TSet < FGuid >* Resources...
)

Public function

void

 

InvalidateStaticLighting

(
    UWorld * World,
    bool bRecreateRenderState,
    const TSet < FGuid >* Resources...
)

Public function

void

 

InvalidateSurfaceLightmaps

(
    UWorld * World,
    bool bRecreateRenderState,
    const TSet < FGuid >* Resources...
)

Public function Const

bool

 

IsLegacyBuildData()

Public function Const

bool

 

IsVTLightingValid()

Public function

void

 

SetupLightmapResourceClusters()

Must be called once MeshBuildData is done being modified, to build resource clusters.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

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