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bool |
bApplyDeferedActorMappingPass |
Indicates to is the lightmaps finalizing pass (for WP maps) |
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bool |
bDumpBinaryResults |
Whether to dump binary results or not |
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bool |
bOnlyBuildCurrentLevel |
Whether to only build lighting for current level |
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bool |
bOnlyBuildSelected |
Whether to only build lighting for selected actors/brushes/surfaces |
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bool |
bOnlyBuildSelectedLevels |
Whether to only build lighting for levels selected in the Level Browser. |
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bool |
bOnlyBuildVisibility |
Whether to only build visibility, and leave lighting untouched. |
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bool |
bShowLightingBuildInfo |
Whether to display the lighting build info following a build. |
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bool |
bUseErrorColoring |
Whether to color problem objects (wrapping uvs, etc.) |
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bool |
bVolumetricLightmapFinalizerPass |
Indicates to is the volumetric lightmaps finalizing pass (for WP maps) |
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FString |
MappingsDirectory |
The directory that'll be used to store the deferred mappings |
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int32 |
NumUnusedLocalCores |
The number of cores to leave 'unused' |
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ELightingBuildQuality |
QualityLevel |
The quality level to use for the lighting build. (0-3) |
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TArray< ULevel * > |
SelectedLevels |
The set of levels selected in the Level Browser. |
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TFunction< void(const AActor *, bool &, bool &, bool &)> |
ShouldBuildLighting |
The custom filter to invoke to know if we should build lighting for an Actor |