UGPULightmassSettings

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGPULightmassSettings

References

Module

GPULightmass

Header

/Engine/Plugins/Experimental/GPULightmass/Source/GPULightmass/Public/GPULightmassSettings.h

Include

#include "GPULightmassSettings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UGPULightmassSettings : public UObject

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bShowProgressBars

If true, draw a green progress bar within each tile as it renders.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bUseFirstBounceRayGuiding

If Irradiance Caching is enabled, First Bounce Ray Guiding will search the hemisphere over each first bounce sample to find the brightest directions to weigh the rest of the samples towards.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseIrradianceCaching

Irradiance Caching should be enabled with interior scenes to achieve more physically correct GI intensities, albeit with some biasing.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite displayname

bool

 

bVisualizeIrradianceCache

If true, visualize the Irradiance Cache cells.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite displayname

EGPULightmassDe...

 

DenoisingOptions

If enabled, denoise the results on the CPU after rendering.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite displayname

int32

 

FirstBounceRayGuidingTrialSamples

Number of samples used for First Bounce Ray Guiding, which are thrown away before sampling for lighting.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite displayname

int32

 

GISamples

Total number of ray paths executed per texel across all bounces.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite displayname

float

 

IrradianceCacheCornerRejection

Reject IC entries around corners to help reduce leaking and artifacts.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite displayname

int32

 

IrradianceCacheQuality

Number of samples per Irradiance Cache cell.

Public variable UProperty Category, EditAnywhere, AdvancedDisplay, Meta BlueprintReadWrite displayname

int32

 

IrradianceCacheSpacing

Size of each Irradiance Cache cell. Smaller sizes will be slower but more accurate.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

LightmapTilePoolSize

GPU Lightmass manages a pool for calculations of visible tiles.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EGPULightmassMo...

 

Mode

Full Bake mode renders the full lightmap resolution for every object in the scene.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

StationaryLightShadowSamples

Number of samples for stationary shadows, which are calculated and stored separately from GI.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite displayname

int32

 

TilePassesInFullSpeedMode

Baking speed multiplier when Realtime is disabled in the viewer.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite displayname

int32

 

TilePassesInSlowMode

Baking speed multiplier when Realtime is enabled in the viewer.

Functions

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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