UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FLightmassDebugOptions Struct Reference

#include <EngineTypes.h>

Public Member Functions

ENGINE_API FLightmassDebugOptions ()
 

Public Attributes

uint32 bDebugMode:1
 
uint32 bStatsEnabled:1
 
uint32 bGatherBSPSurfacesAcrossComponents:1
 
float CoplanarTolerance
 
uint32 bUseImmediateImport:1
 
uint32 bImmediateProcessMappings:1
 
uint32 bSortMappings:1
 
uint32 bDumpBinaryFiles:1
 
uint32 bDebugMaterials:1
 
uint32 bPadMappings:1
 
uint32 bDebugPaddings:1
 
uint32 bOnlyCalcDebugTexelMappings:1
 
uint32 bUseRandomColors:1
 
uint32 bColorBordersGreen:1
 
uint32 bColorByExecutionTime:1
 
float ExecutionTimeDivisor
 

Detailed Description

Debug options for Lightmass

Constructor & Destructor Documentation

◆ FLightmassDebugOptions()

FLightmassDebugOptions::FLightmassDebugOptions ( )

Member Data Documentation

◆ bColorBordersGreen

uint32 FLightmassDebugOptions::bColorBordersGreen

If true, a green border will be placed around the edges of mappings

◆ bColorByExecutionTime

uint32 FLightmassDebugOptions::bColorByExecutionTime

If true, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)

◆ bDebugMaterials

uint32 FLightmassDebugOptions::bDebugMaterials

If true, Lightmass will write out BMPs for each generated material property sample to <GAME>\ScreenShots\Materials.

◆ bDebugMode

uint32 FLightmassDebugOptions::bDebugMode

If false, UnrealLightmass.exe is launched automatically (default) If true, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.

◆ bDebugPaddings

uint32 FLightmassDebugOptions::bDebugPaddings

If true, will fill padding of mappings with a color rather than the sampled edges. Means nothing if bPadMappings is not enabled...

◆ bDumpBinaryFiles

uint32 FLightmassDebugOptions::bDumpBinaryFiles

If true, the generate coefficients will be dumped to binary files.

◆ bGatherBSPSurfacesAcrossComponents

uint32 FLightmassDebugOptions::bGatherBSPSurfacesAcrossComponents

If true, BSP surfaces split across model components are joined into 1 mapping

◆ bImmediateProcessMappings

uint32 FLightmassDebugOptions::bImmediateProcessMappings

If true, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work.

◆ bOnlyCalcDebugTexelMappings

uint32 FLightmassDebugOptions::bOnlyCalcDebugTexelMappings

If true, only the mapping containing a debug texel will be calculated, all others will be set to white

◆ bPadMappings

uint32 FLightmassDebugOptions::bPadMappings

If true, Lightmass will pad the calculated mappings to reduce/eliminate seams.

◆ bSortMappings

uint32 FLightmassDebugOptions::bSortMappings

If true, Lightmass will sort mappings by texel cost.

◆ bStatsEnabled

uint32 FLightmassDebugOptions::bStatsEnabled

If true, all participating Lightmass agents will report back detailed stats to the log.

◆ bUseImmediateImport

uint32 FLightmassDebugOptions::bUseImmediateImport

If true, Lightmass will import mappings immediately as they complete. It will not process them, however.

◆ bUseRandomColors

uint32 FLightmassDebugOptions::bUseRandomColors

If true, color lightmaps a random color

◆ CoplanarTolerance

float FLightmassDebugOptions::CoplanarTolerance

The tolerance level used when gathering BSP surfaces.

◆ ExecutionTimeDivisor

float FLightmassDebugOptions::ExecutionTimeDivisor

The amount of time that will be count as full red when bColorByExecutionTime is enabled


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