 |
bool |
bAutoBuildCollisionOnImport |
If enabled, the assets will automatically build collision upon their successful import. |
 |
bool |
bAutoCalculateNormalsOnImport |
If enabled, the assets will automatically calculate normals upon their successful import. |
 |
bool |
bAutoCenterOnImport |
Automatically centers the cloud on import. |
 |
bool |
bEnableLidarRayTracing |
If enabled, Lidar assets will become visible to Ray Tracing. |
 |
bool |
bPrioritizeActiveViewport |
Enabling this will allocate larger portion of the available point budget to the viewport with focus. |
 |
bool |
bReleaseAssetAfterCooking |
Enabling this will automatically release memory used by the asset once it's cooked Helpful when dealing with very large data sets to avoid memory blocking |
 |
bool |
bReleaseAssetAfterSaving |
Enabling this will automatically release memory used by the asset once it's saved Helpful when dealing with very large data sets to avoid memory blocking |
 |
bool |
bUseAsyncImport |
Enabling this will allow editor to import the point clouds in the background, without blocking the main thread. |
 |
bool |
bUseFastRendering |
Enabling this will greatly improve runtime performance at a cost of quadrupling VRAM use |
 |
bool |
bUseRenderDataSmoothing |
If enabled, the render data generation will be spread across multiple frames to avoid freezes |
 |
float |
CachedNodeLifetime |
Sets how long the nodes wil be kept in RAM after they are no longer visible. |
 |
ELidarPointCloudDuplicateHandling |
DuplicateHandling |
Determines how to handle duplicate points (distance < 0.0001). |
 |
float |
ExportScale |
Scale to apply during export. In most cases, this should be equal to an inverted ImportScale |
 |
float |
ImportScale |
Scale to apply during import |
 |
int32 |
MaxBucketSize |
Maximum number of unallocated points to keep inside the node before they need to be converted in to a full child node. |
 |
float |
MaxDistanceForDuplicate |
Maximum distance between points, within which they are considered to be duplicates |
 |
int32 |
MeshingBatchSize |
Affects the size of per-thread data for the meshing algorithm. |
 |
int32 |
MultithreadingInsertionBatchSize |
Determines the maximum amount of points to process in a single batch when using multi-threading. |
 |
int32 |
NodeGridResolution |
Virtual grid resolution to divide the node into. |
 |
float |
RenderDataSmoothingMaxFrametime |
If UseRenderDataSmoothing is enabled, this will determine how much of the frame time can be spent on render data generation. |