FLightmassPrimitiveSettings

Per-object settings for Lightmass

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h

Include

#include "Engine/EngineTypes.h"

Syntax

struct FLightmassPrimitiveSettings

Remarks

Per-object settings for Lightmass

Variables

Name Description

Public variable

uint32: 1

 

bShadowIndirectOnly

If true, this object will only shadow indirect lighting.

Public variable

uint32: 1

 

bUseEmissiveForStaticLighting

If true, allow using the emissive for static lighting.

Public variable

uint32: 1

 

bUseTwoSidedLighting

If true, this object will be lit as if it receives light from both sides of its polygons.

Public variable

uint32: 1

 

bUseVertexNormalForHemisphereGather

Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals.

Public variable

float

 

DiffuseBoost

Scales the diffuse contribution of all materials applied to this object.

Public variable

float

 

EmissiveBoost

Scales the emissive contribution of all materials applied to this object.

Public variable

float

 

EmissiveLightExplicitInfluenceRadius

Direct lighting influence radius.

Public variable

float

 

EmissiveLightFalloffExponent

Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.

Public variable

float

 

FullyOccludedSamplesFraction

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

Constructors

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