FAnalyzeReferencedContentStat::FLightingOptimizationStats::CalculateLightmapLightingBytesUsed

Assuming DXT1 lightmaps...

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References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h

Include

#include "Commandlets/AnalyzeReferencedContentStat.h"

Syntax

static int32 CalculateLightmapLightingBytesUsed
(
    int32 Width,
    int32 Height,
    int32 NumVertices,
    int32 UVChannelIndex
)

Remarks

Assuming DXT1 lightmaps... 4 bits/pixel * width * height = Highest MIP Level * 1.333 MIP Factor for approx usage for a full mip chain Either 1 or 3 textures if we're doing simple or directional (3-axis) lightmap Most lightmaps require a second UV channel which is probably an extra 4 bytes (2 floats compressed to SHORT)

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