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Unreal Engine C++ API Reference > Runtime > Engine > Lightmass > AVolumetricLightmapDensityVolume
Syntax
FInt32Interval AllowedMipLevelRange
Remarks
The Volumetric Lightmap has 3 mipmaps, where the highest density mipmap (mip0) corresponds to VolumetricLightmapDetailCellSize. mip0: DetailCellSize mip1: DetailCellSize * 4 mip2: DetailCellSize * 16
By default, highest density will be placed around static geometry and static lights, but AllowedMipLevelRange can be used to override this behavior. Examples: [0, 3] = Volume does nothing [1, 3] = Volume removes highest density mip, even near static geometry, which can be useful to save memory ('stat MapBuildData') [0, 0] = Volume forces highest density. Warning: using this on a large area can greatly increase memory and build times! When multiple volumes overlap, the smallest (highest density) values will be used.