FPrimitiveSceneProxy::GetCustomWholeSceneShadowLOD

Called during the whole scene shadow phase on static primitives to override default LOD logic but only if [IsUsingCustomWholeSceneShadowLODRules()](API\Runtime\Engine\FPrimitiveSceneProxy\IsUsingCustomWholeSceneShadowLOD-) return true.

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Override Hierarchy

FPrimitiveSceneProxy::GetCustomWholeSceneShadowLOD()

FLandscapeComponentSceneProxy::GetCustomWholeSceneShadowLOD()

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h

Include

#include "PrimitiveSceneProxy.h"

Source

/Engine/Source/Runtime/Engine/Private/PrimitiveSceneProxy.cpp

Syntax

virtual FLODMask GetCustomWholeSceneShadowLOD
(
    const FSceneView & InView,
    float InViewLODScale,
    int32 InForcedLODLevel,
    const struct FLODMask & InVisibilePrimitiveLODMask,
    float InShadowMapTextureResolution,
    float InShadowMapCascadeSize,
    int8 InShadowCascadeId,
    bool InHasSelfShadow
) const

Remarks

Called during the whole scene shadow phase on static primitives to override default LOD logic but only if IsUsingCustomWholeSceneShadowLODRules() return true.

Parameters

Parameter

Description

InView

Current View

InViewLODScale

View LOD scale

InForcedLODLevel

Engine Forced LOD value

InVisibilePrimitiveLODMask

Computed LOD for visible primitive

InShadowMapTextureResolution

Texture resolution of the shadow map for this cascade

InShadowMapCascadeSize

Shadow cascade size in world unit for this shadow map

InShadowCascadeId

Shadow cascade Id

InHasSelfShadow

Indicate if we have self shadow, as it can impact which LODMask we choose

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