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UKismetRenderingLibrary::SetCastInsetShadowForAllAttachments

function Engine Blueprint Since unknown
#include "Kismet/KismetRenderingLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Sets the inset shadow casting state on a component and recursively on all of its child attachments, optionally grouping them to share a single depth target.

Caveats & Gotchas

  • Applies recursively to the entire attachment hierarchy under PrimitiveComponent — there is no way to set inset shadow state for a single component without affecting its children via this function.
  • Enabling bLightAttachmentsAsGroup changes rendering cost characteristics: one shared depth target is cheaper than one per attachment but can reduce shadow quality/precision for the group.
  • Commonly used for character equipment (e.g. weapons attached to a skeletal mesh) so held items receive the same self-shadowing treatment as the character.

Signature

static void SetCastInsetShadowForAllAttachments(UPrimitiveComponent* PrimitiveComponent, bool bCastInsetShadow, bool bLightAttachmentsAsGroup)

Parameters

Name Type Description Default
PrimitiveComponent UPrimitiveComponent* The root component whose attachment hierarchy will be updated.
bCastInsetShadow bool Whether the component and its children should cast an inset (self-contained) shadow.
bLightAttachmentsAsGroup bool If true, all attachments share a single depth target for inset shadow rendering instead of each getting its own.

Return Type

void

Example

Enable grouped inset shadows on a character C++
UKismetRenderingLibrary::SetCastInsetShadowForAllAttachments(CharacterMesh, true, true);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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