// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/SkyLightComponent.h" #include "Engine/SkyLight.h" #include "ARSkyLight.generated.h" class UAREnvironmentCaptureProbe; /** This sky light class forces a refresh of the cube map data when an AR environment probe changes */ UCLASS() class AUGMENTEDREALITY_API AARSkyLight : public ASkyLight { GENERATED_UCLASS_BODY() public: /** Sets the environment capture probe that this sky light is driven by */ UFUNCTION(BlueprintCallable, Category="AR AugmentedReality|SkyLight") void SetEnvironmentCaptureProbe(UAREnvironmentCaptureProbe* InCaptureProbe); private: virtual void Tick(float DeltaTime) override; UPROPERTY() TObjectPtr CaptureProbe; /** The timestamp from the environment probe when we last updated the cube map */ float LastUpdateTimestamp; };