UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FLightingBuildOptions Class Reference

#include <LightingBuildOptions.h>

Public Member Functions

 FLightingBuildOptions ()
 
ENGINE_API bool ShouldBuildLightingForLevel (ULevel *Level) const
 

Public Attributes

bool bUseErrorColoring
 
bool bDumpBinaryResults
 
bool bOnlyBuildSelected
 
bool bOnlyBuildCurrentLevel
 
bool bOnlyBuildSelectedLevels
 
bool bOnlyBuildVisibility
 
bool bShowLightingBuildInfo
 
bool bVolumetricLightmapFinalizerPass
 
bool bApplyDeferedActorMappingPass
 
ELightingBuildQuality QualityLevel
 
int32 NumUnusedLocalCores
 
TArray< ULevel * > SelectedLevels
 
FString MappingsDirectory
 
TFunction< void(const AActor *, bool &, bool &, bool &)> ShouldBuildLighting
 

Static Public Attributes

static ELightingBuildQuality HalfResolutionLightmapQualityLevel = Quality_Medium
 

Detailed Description

A set of parameters specifying how static lighting is rebuilt.

Constructor & Destructor Documentation

◆ FLightingBuildOptions()

FLightingBuildOptions::FLightingBuildOptions ( )
inline

Member Function Documentation

◆ ShouldBuildLightingForLevel()

bool FLightingBuildOptions::ShouldBuildLightingForLevel ( ULevel Level) const
Returns
true if the lighting should be built for the level, given the current set of lighting build options.

Member Data Documentation

◆ bApplyDeferedActorMappingPass

bool FLightingBuildOptions::bApplyDeferedActorMappingPass

Indicates to is the lightmaps finalizing pass (for WP maps)

◆ bDumpBinaryResults

bool FLightingBuildOptions::bDumpBinaryResults

Whether to dump binary results or not

◆ bOnlyBuildCurrentLevel

bool FLightingBuildOptions::bOnlyBuildCurrentLevel

Whether to only build lighting for current level

◆ bOnlyBuildSelected

bool FLightingBuildOptions::bOnlyBuildSelected

Whether to only build lighting for selected actors/brushes/surfaces

◆ bOnlyBuildSelectedLevels

bool FLightingBuildOptions::bOnlyBuildSelectedLevels

Whether to only build lighting for levels selected in the Level Browser.

◆ bOnlyBuildVisibility

bool FLightingBuildOptions::bOnlyBuildVisibility

Whether to only build visibility, and leave lighting untouched.

◆ bShowLightingBuildInfo

bool FLightingBuildOptions::bShowLightingBuildInfo

Whether to display the lighting build info following a build.

◆ bUseErrorColoring

bool FLightingBuildOptions::bUseErrorColoring

Whether to color problem objects (wrapping uvs, etc.)

◆ bVolumetricLightmapFinalizerPass

bool FLightingBuildOptions::bVolumetricLightmapFinalizerPass

Indicates to is the volumetric lightmaps finalizing pass (for WP maps)

◆ HalfResolutionLightmapQualityLevel

ELightingBuildQuality FLightingBuildOptions::HalfResolutionLightmapQualityLevel = Quality_Medium
static

The quality level to use for half-resolution lightmaps (not exposed)

◆ MappingsDirectory

FString FLightingBuildOptions::MappingsDirectory

The directory that'll be used to store the deferred mappings

◆ NumUnusedLocalCores

int32 FLightingBuildOptions::NumUnusedLocalCores

The number of cores to leave 'unused'

◆ QualityLevel

ELightingBuildQuality FLightingBuildOptions::QualityLevel

The quality level to use for the lighting build. (0-3)

◆ SelectedLevels

TArray<ULevel*> FLightingBuildOptions::SelectedLevels

The set of levels selected in the Level Browser.

◆ ShouldBuildLighting

TFunction<void(const AActor*, bool&, bool&, bool& )> FLightingBuildOptions::ShouldBuildLighting

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)


The documentation for this class was generated from the following files: