unreal.ShadowCacheInvalidationBehavior
¶
- class unreal.ShadowCacheInvalidationBehavior¶
Bases:
EnumBase
Setting to control shadow invalidation behavior (in particular with respect to Virtual Shadow Maps and future methods).
C++ Source:
Module: Engine
File: SceneTypes.h
- ALWAYS: ShadowCacheInvalidationBehavior¶
Always invalidate shadows, can be used to flag a primitive that is using some method of animating that is not known to the system.
- Type:
1
- AUTO: ShadowCacheInvalidationBehavior¶
Default. Invalidates based on World Position Offset material, and transform changes, attempting to do the right thing given the information available to the renderer.
- Type:
0
- RIGID: ShadowCacheInvalidationBehavior¶
Suppresses invalidations that would otherwise be generated by e.g., World Position Offset (WPO). Can be used for example when they use WPO statically used, or the artifacts are subtle enough to not warrant the performace overhead (use with care).
- Type:
2
- STATIC: ShadowCacheInvalidationBehavior¶
In addition to “Rigid” behavior, also suppress invalidations due to transform changes. Add/Remove will still trigger invalidations. If the primitive is actually moved or animated somehow the visual result is undefined.
- Type:
3