| bCompressLightmaps |
uint8 |
Whether to compress lightmap textures. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- AdvancedDisplay
|
| bGenerateAmbientOcclusionMaterialMask |
uint8 |
Whether to generate textures storing the AO computed by Lightmass. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
|
| bUseAmbientOcclusion |
uint8 |
If true, AmbientOcclusion will be enabled. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
|
| bVisualizeAmbientOcclusion |
uint8 |
If true, override normal direct and indirect lighting with just the AO term. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassDebug
- AdvancedDisplay
|
| bVisualizeMaterialDiffuse |
uint8 |
If true, override normal direct and indirect lighting with just the exported diffuse term. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassDebug
- AdvancedDisplay
|
| bWorldPartition |
bool |
|
GameFramework/WorldSettings.h |
|
| DiffuseBoost |
float |
Scales the diffuse contribution of all materials in the scene. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- Meta=(UIMin="0.1", UIMax="6.0")
|
| DirectIlluminationOcclusionFraction |
float |
How much of the AO to apply to direct lighting. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
- Meta=(UIMin="0", UIMax="1")
|
| EmissiveBoost |
float |
Scales the emissive contribution of all materials in the scene. |
GameFramework/WorldSettings.h |
|
| EnvironmentColor |
FColor |
Represents a constant color light surrounding the upper hemisphere of the level, like a sky. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
|
| EnvironmentIntensity |
float |
Scales EnvironmentColor to allow independent color and brightness controls. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- Meta=(UIMin="0", UIMax="10")
|
| FullyOccludedSamplesFraction |
float |
Fraction of samples taken that must be occluded in order to reach full occlusion. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
- Meta=(UIMin="0", UIMax="1")
|
| IndirectIlluminationOcclusionFraction |
float |
How much of the AO to apply to indirect lighting. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
- Meta=(UIMin="0", UIMax="1")
|
| IndirectLightingQuality |
float |
Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- AdvancedDisplay
- Meta=(UIMin="1.0", UIMax="4.0")
|
| IndirectLightingSmoothness |
float |
Smoothness factor to apply to indirect lighting. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- AdvancedDisplay
- Meta=(UIMin="0.5", UIMax="6.0")
|
| MaxOcclusionDistance |
float |
Maximum distance for an object to cause occlusion on another object. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
|
| NumIndirectLightingBounces |
int32 |
Number of light bounces to simulate for point / spot / directional lights, starting from the light source. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- Meta=(UIMin="1.0", UIMax="10.0")
|
| NumSkyLightingBounces |
int32 |
Number of skylight and emissive bounces to simulate. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- Meta=(UIMin="1.0", UIMax="10.0")
|
| OcclusionExponent |
float |
Higher exponents increase contrast. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassOcclusion
- Meta=(UIMin=".5", UIMax="8")
|
| StaticLightingLevelScale |
float |
Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm). |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassGeneral
- AdvancedDisplay
- Meta=(UIMin="1.0", UIMax="4.0")
|
| VolumeLightingMethod |
TEnumAsByte< enum EVolumeLightingMethod > |
Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
|
| VolumeLightSamplePlacementScale |
float |
Scales the distances at which volume lighting samples are placed. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
- AdvancedDisplay
- Meta=(UIMin="0.1", UIMax="100.0")
|
| VolumetricLightmapDetailCellSize |
float |
Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
- Meta=(UIMin="50", UIMax="1000")
|
| VolumetricLightmapLoadingCellSize |
float |
Size of an Volumetric Lightmap high detail loading cell. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
- Meta=(UIMin="1600", UIMax="102400")
- Meta=(EditConditionHides, EditCondition="bWorldPartition")
|
| VolumetricLightmapMaximumBrickMemoryMb |
float |
Maximum amount of memory to spend on Volumetric Lightmap Brick data. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
- Meta=(UIMin="1", UIMax="500")
- Meta=(EditConditionHides, EditCondition="!bWorldPartition")
|
| VolumetricLightmapSphericalHarmonicSmoothing |
float |
Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing. |
GameFramework/WorldSettings.h |
- BlueprintReadWrite
- EditAnywhere
- Category=LightmassVolumeLighting
- Meta=(UIMin="0", UIMax="1")
|