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Per-object settings for Lightmass
| Name | FLightmassPrimitiveSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
USTRUCT ()
struct FLightmassPrimitiveSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLightmassPrimitiveSettings() |
Engine/EngineTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShadowIndirectOnly | uint32 | If true, this object will only shadow indirect lighting. | Engine/EngineTypes.h |
|
| bUseEmissiveForStaticLighting | uint32 | If true, allow using the emissive for static lighting. | Engine/EngineTypes.h |
|
| bUseTwoSidedLighting | uint32 | If true, this object will be lit as if it receives light from both sides of its polygons. | Engine/EngineTypes.h |
|
| bUseVertexNormalForHemisphereGather | uint32 | Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. | Engine/EngineTypes.h |
|
| DiffuseBoost | float | Scales the diffuse contribution of all materials applied to this object. | Engine/EngineTypes.h |
|
| EmissiveBoost | float | Scales the emissive contribution of all materials applied to this object. | Engine/EngineTypes.h |
|
| EmissiveLightExplicitInfluenceRadius | float | Direct lighting influence radius. | Engine/EngineTypes.h | |
| EmissiveLightFalloffExponent | float | Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive. | Engine/EngineTypes.h | |
| FullyOccludedSamplesFraction | float | Fraction of samples taken that must be occluded in order to reach full occlusion. | Engine/EngineTypes.h |
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