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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EngineTypes.h>
Public Member Functions | |
| FLightmassPrimitiveSettings () | |
Friends | |
| bool | operator== (const FLightmassPrimitiveSettings &A, const FLightmassPrimitiveSettings &B) |
| FArchive & | operator<< (FArchive &Ar, FLightmassPrimitiveSettings &Settings) |
Per-object settings for Lightmass
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inline |
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friend |
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friend |
| uint32 FLightmassPrimitiveSettings::bShadowIndirectOnly |
If true, this object will only shadow indirect lighting.
| uint32 FLightmassPrimitiveSettings::bUseEmissiveForStaticLighting |
If true, allow using the emissive for static lighting.
| uint32 FLightmassPrimitiveSettings::bUseTwoSidedLighting |
If true, this object will be lit as if it receives light from both sides of its polygons.
| 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.
| float FLightmassPrimitiveSettings::DiffuseBoost |
Scales the diffuse contribution of all materials applied to this object.
| float FLightmassPrimitiveSettings::EmissiveBoost |
Scales the emissive contribution of all materials applied to this object.
| 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.
| float FLightmassPrimitiveSettings::EmissiveLightFalloffExponent |
Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.
| float FLightmassPrimitiveSettings::FullyOccludedSamplesFraction |
Fraction of samples taken that must be occluded in order to reach full occlusion.