![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <LightingBuildOptions.h>
Public Member Functions | |
| FLightingBuildOptions () | |
| ENGINE_API bool | ShouldBuildLightingForLevel (ULevel *Level) const |
Static Public Attributes | |
| static ELightingBuildQuality | HalfResolutionLightmapQualityLevel = Quality_Medium |
A set of parameters specifying how static lighting is rebuilt.
|
inline |
| bool FLightingBuildOptions::bApplyDeferedActorMappingPass |
Indicates to is the lightmaps finalizing pass (for WP maps)
| bool FLightingBuildOptions::bDumpBinaryResults |
Whether to dump binary results or not
| bool FLightingBuildOptions::bOnlyBuildCurrentLevel |
Whether to only build lighting for current level
| bool FLightingBuildOptions::bOnlyBuildSelected |
Whether to only build lighting for selected actors/brushes/surfaces
| bool FLightingBuildOptions::bOnlyBuildSelectedLevels |
Whether to only build lighting for levels selected in the Level Browser.
| bool FLightingBuildOptions::bOnlyBuildVisibility |
Whether to only build visibility, and leave lighting untouched.
| bool FLightingBuildOptions::bShowLightingBuildInfo |
Whether to display the lighting build info following a build.
| bool FLightingBuildOptions::bUseErrorColoring |
Whether to color problem objects (wrapping uvs, etc.)
| bool FLightingBuildOptions::bVolumetricLightmapFinalizerPass |
Indicates to is the volumetric lightmaps finalizing pass (for WP maps)
|
static |
The quality level to use for half-resolution lightmaps (not exposed)
| FString FLightingBuildOptions::MappingsDirectory |
The directory that'll be used to store the deferred mappings
| int32 FLightingBuildOptions::NumUnusedLocalCores |
The number of cores to leave 'unused'
| ELightingBuildQuality FLightingBuildOptions::QualityLevel |
The quality level to use for the lighting build. (0-3)
The set of levels selected in the Level Browser.
The custom filter to invoke to know if we should build lighting for an Actor
void ShouldBuildLigthing(const AActor*, bool& bBuildLightingForActor, bool& bIncludeActorInLightingScene, bool& bDeferActorMapping)