ULidarPointCloudSettings

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

ULidarPointCloudSettings

References

Module

LidarPointCloudRuntime

Header

/Engine/Plugins/Enterprise/LidarPointCloud/Source/LidarPointCloudRuntime/Public/LidarPointCloudSettings.h

Include

#include "LidarPointCloudSettings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig)
class ULidarPointCloudSettings : public UObject

Variables

Name Description

Public variable UProperty Category, EditAnywhere Config

bool

 

bAutoBuildCollisionOnImport

If enabled, the assets will automatically build collision upon their successful import.

Public variable UProperty Category, EditAnywhere Config

bool

 

bAutoCalculateNormalsOnImport

If enabled, the assets will automatically calculate normals upon their successful import.

Public variable UProperty Category, EditAnywhere Config

bool

 

bAutoCenterOnImport

Automatically centers the cloud on import.

Public variable UProperty Category, EditAnywhere Config

bool

 

bPrioritizeActiveViewport

Enabling this will allocate larger portion of the available point budget to the viewport with focus.

Public variable UProperty Category, EditAnywhere Config

bool

 

bReleaseAssetAfterCooking

Enabling this will automatically release memory used by the asset once it's cooked Helpful when dealing with very large data sets to avoid memory blocking

Public variable UProperty Category, EditAnywhere Config

bool

 

bReleaseAssetAfterSaving

Enabling this will automatically release memory used by the asset once it's saved Helpful when dealing with very large data sets to avoid memory blocking

Public variable UProperty Category, EditAnywhere Config

bool

 

bUseAsyncImport

Enabling this will allow editor to import the point clouds in the background, without blocking the main thread.

Public variable UProperty Category, EditAnywhere Config

bool

 

bUseFastRendering

Enabling this will greatly improve runtime performance at a cost of quadrupling VRAM use

Public variable UProperty Category, EditAnywhere Config

bool

 

bUseRenderDataSmoothing

If enabled, the render data generation will be spread across multiple frames to avoid freezes

Public variable UProperty Category, EditAnywhere, Meta Config

float

 

CachedNodeLifetime

Sets how long the nodes wil be kept in RAM after they are no longer visible.

Public variable UProperty Category, EditAnywhere Config

ELidarPointClou...

 

DuplicateHandling

Determines how to handle duplicate points (distance < 0.0001).

Public variable UProperty Category, EditAnywhere, Meta Config

float

 

ExportScale

Scale to apply during export. In most cases, this should be equal to an inverted ImportScale

Public variable UProperty Category, EditAnywhere, Meta Config

float

 

ImportScale

Scale to apply during import

Public variable UProperty Category, EditAnywhere Config

int32

 

MaxBucketSize

Maximum number of unallocated points to keep inside the node before they need to be converted in to a full child node.

Public variable UProperty Category, EditAnywhere, Meta Config

float

 

MaxDistanceForDuplicate

Maximum distance between points, within which they are considered to be duplicates

Public variable UProperty Category, EditAnywhere Config

int32

 

MeshingBatchSize

Affects the size of per-thread data for the meshing algorithm.

Public variable UProperty Category, EditAnywhere Config

int32

 

MultithreadingInsertionBatchSize

Determines the maximum amount of points to process in a single batch when using multi-threading.

Public variable UProperty Category, EditAnywhere Config

int32

 

NodeGridResolution

Virtual grid resolution to divide the node into.

Public variable UProperty Category, EditAnywhere, Meta Config

float

 

RenderDataSmoothingMaxFrametime

If UseRenderDataSmoothing is enabled, this will determine how much of the frame time can be spent on render data generation.

Constructors

Name Description

Public function

ULidarPointCloudSettings()

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss