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

#include <EngineTypes.h>

Public Member Functions

 FLightmassPrimitiveSettings ()
 

Public Attributes

uint32 bUseTwoSidedLighting:1
 
uint32 bShadowIndirectOnly:1
 
uint32 bUseEmissiveForStaticLighting:1
 
uint32 bUseVertexNormalForHemisphereGather:1
 
float EmissiveLightFalloffExponent
 
float EmissiveLightExplicitInfluenceRadius
 
float EmissiveBoost
 
float DiffuseBoost
 
float FullyOccludedSamplesFraction
 

Friends

bool operator== (const FLightmassPrimitiveSettings &A, const FLightmassPrimitiveSettings &B)
 
FArchiveoperator<< (FArchive &Ar, FLightmassPrimitiveSettings &Settings)
 

Detailed Description

Per-object settings for Lightmass

Constructor & Destructor Documentation

◆ FLightmassPrimitiveSettings()

FLightmassPrimitiveSettings::FLightmassPrimitiveSettings ( )
inline

Friends And Related Symbol Documentation

◆ operator<<

FArchive & operator<< ( FArchive Ar,
FLightmassPrimitiveSettings Settings 
)
friend

◆ operator==

bool operator== ( const FLightmassPrimitiveSettings A,
const FLightmassPrimitiveSettings B 
)
friend

Member Data Documentation

◆ bShadowIndirectOnly

uint32 FLightmassPrimitiveSettings::bShadowIndirectOnly

If true, this object will only shadow indirect lighting.

◆ bUseEmissiveForStaticLighting

uint32 FLightmassPrimitiveSettings::bUseEmissiveForStaticLighting

If true, allow using the emissive for static lighting.

◆ bUseTwoSidedLighting

uint32 FLightmassPrimitiveSettings::bUseTwoSidedLighting

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

◆ bUseVertexNormalForHemisphereGather

uint32 FLightmassPrimitiveSettings::bUseVertexNormalForHemisphereGather

Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. However in the case of foliage whose vertex normal has been setup to match the underlying terrain, gathering in the direction of the vertex normal is desired.

◆ DiffuseBoost

float FLightmassPrimitiveSettings::DiffuseBoost

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

◆ EmissiveBoost

float FLightmassPrimitiveSettings::EmissiveBoost

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

◆ EmissiveLightExplicitInfluenceRadius

float FLightmassPrimitiveSettings::EmissiveLightExplicitInfluenceRadius

Direct lighting influence radius. The default is 0, which means the influence radius should be automatically generated based on the emissive light brightness. Values greater than 0 override the automatic method.

◆ EmissiveLightFalloffExponent

float FLightmassPrimitiveSettings::EmissiveLightFalloffExponent

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

◆ FullyOccludedSamplesFraction

float FLightmassPrimitiveSettings::FullyOccludedSamplesFraction

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


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