FLightPropagationVolumeSettings

Windows
MacOS
Linux

References

Module

Renderer

Header

/Engine/Source/Runtime/Renderer/Public/LightPropagationVolumeSettings.h

Include

#include "LightPropagationVolumeSettings.h"

Syntax

struct FLightPropagationVolumeSettings

Variables

Name Description

Public variable

uint32 : 1

 

bOverride_LPVDiffuseOcclusionExponent

Public variable

uint32 : 1

 

bOverride_LPVDiffuseOcclusionIntensity

Public variable

uint32 : 1

 

bOverride_LPVDirectionalOcclusionIntensity

Public variable

uint32 : 1

 

bOverride_LPVDirectionalOcclusionRadius

Public variable

uint32 : 1

 

bOverride_LPVEmissiveInjectionIntensity

Public variable

uint32 : 1

 

bOverride_LPVGeometryVolumeBias

Public variable

uint32 : 1

 

bOverride_LPVIntensity

Public variable

uint32 : 1

 

bOverride_LPVSecondaryBounceIntensity

Public variable

uint32 : 1

 

bOverride_LPVSecondaryOcclusionIntensity

Public variable

uint32 : 1

 

bOverride_LPVSize

Public variable

uint32 : 1

 

bOverride_LPVSpecularOcclusionExponent

Public variable

uint32 : 1

 

bOverride_LPVSpecularOcclusionIntensity

Public variable

uint32 : 1

 

bOverride_LPVVplInjectionBias

Public variable

float

 

LPVDiffuseOcclusionExponent

Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended

Public variable

float

 

LPVDiffuseOcclusionIntensity

Diffuse occlusion intensity - higher values provide increased diffuse occlusion.

Public variable

float

 

LPVDirectionalOcclusionFadeRange

LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.

Public variable

float

 

LPVDirectionalOcclusionIntensity

Controls the amount of directional occlusion.

Public variable

float

 

LPVDirectionalOcclusionRadius

Occlusion Radius - 16 is recommended for most scenes

Public variable

float

 

LPVEmissiveInjectionIntensity

Public variable

float

 

LPVFadeRange

LPV Fade range - increase to fade more gradually towards the LPV edges.

Public variable

float

 

LPVGeometryVolumeBias

Bias applied to the geometry volume in cell units.

Public variable

float

 

LPVIntensity

How strong the dynamic GI from the LPV should be.

Public variable

float

 

LPVSecondaryBounceIntensity

Secondary bounce light strength (bounce light shadows). Set to 0 to disable

Public variable

float

 

LPVSecondaryOcclusionIntensity

Secondary occlusion strength (bounce light shadows). Set to 0 to disable

Public variable

float

 

LPVSize

The size of the LPV volume, in Unreal units

Public variable

float

 

LPVSpecularOcclusionExponent

Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended

Public variable

float

 

LPVSpecularOcclusionIntensity

Specular occlusion intensity - higher values provide increased specular occlusion.

Public variable

float

 

LPVVplInjectionBias

Bias applied to light injected into the LPV in cell units.

Constructors

Name Description

Public function

FLightPropagationVolumeSettings()

Good start values for a new volume

Functions

Name Description

Public function Static

const FName ...

 

GetFName()

For type safety in FBlendableManager

Public function

void

 

SetBaseValues()

Used to define the values before any override happens. Should be as neutral as possible.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback