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

#include <WorldSettings.h>

Public Member Functions

 UPROPERTY (BlueprintReadWrite, EditAnywhere, Category=LightmassVolumeLighting, meta=(UIMin="1", UIMax="500"), meta=(EditConditionHides, EditCondition="!bWorldPartition")) float VolumetricLightmapMaximumBrickMemoryMb
 
 UPROPERTY (BlueprintReadWrite, EditAnywhere, Category=LightmassVolumeLighting, meta=(UIMin="1600", UIMax="102400"), meta=(EditConditionHides, EditCondition="bWorldPartition")) float VolumetricLightmapLoadingCellSize
 
 FLightmassWorldInfoSettings ()
 

Public Attributes

float StaticLightingLevelScale
 
int32 NumIndirectLightingBounces
 
int32 NumSkyLightingBounces
 
float IndirectLightingQuality
 
float IndirectLightingSmoothness
 
FColor EnvironmentColor
 
float EnvironmentIntensity
 
float EmissiveBoost
 
float DiffuseBoost
 
TEnumAsByte< enum EVolumeLightingMethodVolumeLightingMethod
 
uint8 bUseAmbientOcclusion:1
 
uint8 bGenerateAmbientOcclusionMaterialMask:1
 
uint8 bVisualizeMaterialDiffuse:1
 
uint8 bVisualizeAmbientOcclusion:1
 
uint8 bCompressLightmaps:1
 
float VolumetricLightmapDetailCellSize
 
float VolumetricLightmapSphericalHarmonicSmoothing
 
float VolumeLightSamplePlacementScale
 
float DirectIlluminationOcclusionFraction
 
float IndirectIlluminationOcclusionFraction
 
float OcclusionExponent
 
float FullyOccludedSamplesFraction
 
float MaxOcclusionDistance
 
bool bWorldPartition
 

Constructor & Destructor Documentation

◆ FLightmassWorldInfoSettings()

FLightmassWorldInfoSettings::FLightmassWorldInfoSettings ( )
inline

Member Function Documentation

◆ UPROPERTY() [1/2]

FLightmassWorldInfoSettings::UPROPERTY ( BlueprintReadWrite  ,
EditAnywhere  ,
Category  = LightmassVolumeLighting,
meta  = (UIMin="1", UIMax="500"),
meta  = (EditConditionHides, EditCondition="!bWorldPartition") 
)

Maximum amount of memory to spend on Volumetric Lightmap Brick data. High density bricks will be discarded until this limit is met, with bricks furthest from geometry discarded first.

◆ UPROPERTY() [2/2]

FLightmassWorldInfoSettings::UPROPERTY ( BlueprintReadWrite  ,
EditAnywhere  ,
Category  = LightmassVolumeLighting,
meta  = (UIMin="1600", UIMax="102400"),
meta  = (EditConditionHides, EditCondition="bWorldPartition") 
)

Size of an Volumetric Lightmap high detail loading cell.

Member Data Documentation

◆ bCompressLightmaps

uint8 FLightmassWorldInfoSettings::bCompressLightmaps

Whether to compress lightmap textures. Disabling lightmap texture compression will reduce artifacts but increase memory and disk size by 4x. Use caution when disabling this.

◆ bGenerateAmbientOcclusionMaterialMask

uint8 FLightmassWorldInfoSettings::bGenerateAmbientOcclusionMaterialMask

Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!

◆ bUseAmbientOcclusion

uint8 FLightmassWorldInfoSettings::bUseAmbientOcclusion

If true, AmbientOcclusion will be enabled.

◆ bVisualizeAmbientOcclusion

uint8 FLightmassWorldInfoSettings::bVisualizeAmbientOcclusion

If true, override normal direct and indirect lighting with just the AO term.

◆ bVisualizeMaterialDiffuse

uint8 FLightmassWorldInfoSettings::bVisualizeMaterialDiffuse

If true, override normal direct and indirect lighting with just the exported diffuse term.

◆ bWorldPartition

bool FLightmassWorldInfoSettings::bWorldPartition

◆ DiffuseBoost

float FLightmassWorldInfoSettings::DiffuseBoost

Scales the diffuse contribution of all materials in the scene.

◆ DirectIlluminationOcclusionFraction

float FLightmassWorldInfoSettings::DirectIlluminationOcclusionFraction

How much of the AO to apply to direct lighting.

◆ EmissiveBoost

float FLightmassWorldInfoSettings::EmissiveBoost

Scales the emissive contribution of all materials in the scene. Currently disabled and should be removed with mesh area lights.

◆ EnvironmentColor

FColor FLightmassWorldInfoSettings::EnvironmentColor

Represents a constant color light surrounding the upper hemisphere of the level, like a sky. This light source currently does not get bounced as indirect lighting and causes reflection capture brightness to be incorrect. Prefer using a Static Skylight instead.

◆ EnvironmentIntensity

float FLightmassWorldInfoSettings::EnvironmentIntensity

Scales EnvironmentColor to allow independent color and brightness controls.

◆ FullyOccludedSamplesFraction

float FLightmassWorldInfoSettings::FullyOccludedSamplesFraction

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

◆ IndirectIlluminationOcclusionFraction

float FLightmassWorldInfoSettings::IndirectIlluminationOcclusionFraction

How much of the AO to apply to indirect lighting.

◆ IndirectLightingQuality

float FLightmassWorldInfoSettings::IndirectLightingQuality

Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it. It can be useful to reduce IndirectLightingSmoothness somewhat (~.75) when increasing quality to get defined indirect shadows. Note that this can't affect compression artifacts, UV seams or other texture based artifacts.

◆ IndirectLightingSmoothness

float FLightmassWorldInfoSettings::IndirectLightingSmoothness

Smoothness factor to apply to indirect lighting. This is useful in some lighting conditions when Lightmass cannot resolve accurate indirect lighting. 1 is default smoothness tweaked for a variety of lighting situations. Higher values like 3 smooth out the indirect lighting more, but at the cost of indirect shadows losing detail.

◆ MaxOcclusionDistance

float FLightmassWorldInfoSettings::MaxOcclusionDistance

Maximum distance for an object to cause occlusion on another object.

◆ NumIndirectLightingBounces

int32 FLightmassWorldInfoSettings::NumIndirectLightingBounces

Number of light bounces to simulate for point / spot / directional lights, starting from the light source. 0 is direct lighting only, 1 is one bounce, etc. Bounce 1 takes the most time to calculate and contributes the most to visual quality, followed by bounce 2. Successive bounces don't really affect build times, but have a much lower visual impact, unless the material diffuse colors are close to 1.

◆ NumSkyLightingBounces

int32 FLightmassWorldInfoSettings::NumSkyLightingBounces

Number of skylight and emissive bounces to simulate.
Lightmass uses a non-distributable radiosity method for skylight bounces whose cost is proportional to the number of bounces.

◆ OcclusionExponent

float FLightmassWorldInfoSettings::OcclusionExponent

Higher exponents increase contrast.

◆ StaticLightingLevelScale

float FLightmassWorldInfoSettings::StaticLightingLevelScale

Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm). All scale-dependent Lightmass setting defaults have been tweaked to work well with real world scale, Any levels with a different scale should use this scale to compensate. For large levels it can drastically reduce build times to set this to 2 or 4.

◆ VolumeLightingMethod

TEnumAsByte<enum EVolumeLightingMethod> FLightmassWorldInfoSettings::VolumeLightingMethod

Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume

◆ VolumeLightSamplePlacementScale

float FLightmassWorldInfoSettings::VolumeLightSamplePlacementScale

Scales the distances at which volume lighting samples are placed. Volume lighting samples are computed by Lightmass and are used for GI on movable components. Using larger scales results in less sample memory usage and reduces Indirect Lighting Cache update times, but less accurate transitions between lighting areas.

◆ VolumetricLightmapDetailCellSize

float FLightmassWorldInfoSettings::VolumetricLightmapDetailCellSize

Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units. This setting has a large impact on build times and memory, use with caution.
Halving the DetailCellSize can increase memory by up to a factor of 8x.

◆ VolumetricLightmapSphericalHarmonicSmoothing

float FLightmassWorldInfoSettings::VolumetricLightmapSphericalHarmonicSmoothing

Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing.
Whenever highly directional lighting is stored in a Spherical Harmonic, a ringing artifact occurs which manifests as unexpected black areas on the opposite side. Smoothing can reduce this artifact. Smoothing is only applied when the ringing artifact is present. 0 = no smoothing, 1 = strong smooth (little directionality in lighting).


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