FLightmassWorldInfoSettings

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h

Include

#include "GameFramework/WorldSettings.h"

Syntax

struct FLightmassWorldInfoSettings

Variables

Name Description

Public variable

uint8: 1

 

bCompressLightmaps

Whether to compress lightmap textures.

Public variable

uint8: 1

 

bGenerateAmbientOcclusionMaterialMask

Whether to generate textures storing the AO computed by Lightmass.

Public variable

uint8: 1

 

bUseAmbientOcclusion

If true, AmbientOcclusion will be enabled.

Public variable

uint8: 1

 

bVisualizeAmbientOcclusion

If true, override normal direct and indirect lighting with just the AO term.

Public variable

uint8: 1

 

bVisualizeMaterialDiffuse

If true, override normal direct and indirect lighting with just the exported diffuse term.

Public variable

float

 

DiffuseBoost

Scales the diffuse contribution of all materials in the scene.

Public variable

float

 

DirectIlluminationOcclusionFraction

How much of the AO to apply to direct lighting.

Public variable

float

 

EmissiveBoost

Scales the emissive contribution of all materials in the scene.

Public variable

FColor

 

EnvironmentColor

Represents a constant color light surrounding the upper hemisphere of the level, like a sky.

Public variable

float

 

EnvironmentIntensity

Scales EnvironmentColor to allow independent color and brightness controls.

Public variable

float

 

FullyOccludedSamplesFraction

Fraction of samples taken that must be occluded in order to reach full occlusion.

Public variable

float

 

IndirectIlluminationOcclusionFraction

How much of the AO to apply to indirect lighting.

Public variable

float

 

IndirectLightingQuality

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.

Public variable

float

 

IndirectLightingSmoothness

Smoothness factor to apply to indirect lighting.

Public variable

float

 

MaxOcclusionDistance

Maximum distance for an object to cause occlusion on another object.

Public variable

int32

 

NumIndirectLightingBounces

Number of light bounces to simulate for point / spot / directional lights, starting from the light source.

Public variable

int32

 

NumSkyLightingBounces

Number of skylight and emissive bounces to simulate.

Public variable

float

 

OcclusionExponent

Higher exponents increase contrast.

Public variable

float

 

StaticLightingLevelScale

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).

Public variable

TEnumAsByte< en...

 

VolumeLightingMethod

Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume

Public variable

float

 

VolumeLightSamplePlacementScale

Scales the distances at which volume lighting samples are placed.

Public variable

float

 

VolumetricLightmapDetailCellSize

Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units.

Public variable

float

 

VolumetricLightmapMaximumBrickMemoryMb

Maximum amount of memory to spend on Volumetric Lightmap Brick data.

Public variable

float

 

VolumetricLightmapSphericalHarmonicSmoothing

Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing.

Constructors

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