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UE3:EngineTypes structs (UDK)
Object >> EngineTypes (structs) |
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Structs[edit]
LightmassDebugOptions[edit]
Modifiers: native
Debug options for Lightmass
- bool 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.
- bool bStatsEnabled
- If TRUE, all participating Lightmass agents will report back detailed stats to the log.
- bool bGatherBSPSurfacesAcrossComponents
- If TRUE, BSP surfaces split across model components are joined into 1 mapping
- float CoplanarTolerance
- The tolerance level used when gathering BSP surfaces.
- bool bUseDeterministicLighting
- If TRUE, deterministic lighting mode will be used.
- bool bUseImmediateImport
- If TRUE, Lightmass will import mappings immediately as they complete.
It will not process them, however.
- bool bImmediateProcessMappings
- If TRUE, Lightmass will process appropriate mappings as they are imported.
NOTE: Requires ImmediateMode be enabled to actually work.
- bool bSortMappings
- If TRUE, Lightmass will sort mappings by texel cost.
- bool bDumpBinaryFiles
- If TRUE, the generate coefficients will be dumped to binary files.
- bool bDebugMaterials
- If TRUE, Lightmass will write out BMPs for each generated material property
sample to <GAME>\ScreenShots\Materials.
- bool bPadMappings
- If TRUE, Lightmass will pad the calculated mappings to reduce/eliminate seams.
- bool bDebugPaddings
- If TRUE, will fill padding of mappings with a color rather than the sampled edges.
Means nothing if bPadMappings is not enabled...
- bool bOnlyCalcDebugTexelMappings
- If TRUE, only the mapping containing a debug texel will be calculated, all others
will be set to white
- bool bUseRandomColors
- If TRUE, color lightmaps a random color
- bool bColorBordersGreen
- If TRUE, a green border will be placed around the edges of mappings
- bool 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)
- float ExecutionTimeDivisor
- The amount of time that will be count as full red when bColorByExecutionTime is enabled
- bool bInitialized
Default values:
Property | Value |
---|---|
bColorByExecutionTime | False |
bDebugMaterials | False |
bDebugMode | False |
bDebugPaddings | False |
bDumpBinaryFiles | False |
bGatherBSPSurfacesAcrossComponents | True |
bImmediateProcessMappings | True |
bOnlyCalcDebugTexelMappings | False |
bPadMappings | True |
bSortMappings | True |
bStatsEnabled | False |
bUseDeterministicLighting | True |
bUseImmediateImport | True |
CoplanarTolerance | 0.0010 |
ExecutionTimeDivisor | 15.0 |
LightmassDirectionalLightSettings[edit]
Extends: LightmassLightSettings
Modifiers: native
Direcitonal light settings for Lightmass
- float LightSourceAngle
- Angle that the directional light's emissive surface extends relative to a receiver, affects penumbra sizes.
Default values:
Property | Value |
---|---|
LightSourceAngle | 3.0 |
LightmassLightSettings[edit]
Modifiers: native
Per-light settings for Lightmass
- float IndirectLightingScale
- Scale factor for the indirect lighting
- float IndirectLightingSaturation
- 0 will be completely desaturated, 1 will be unchanged
- float ShadowExponent
- Controls the falloff of shadow penumbras
Default values:
Property | Value |
---|---|
IndirectLightingSaturation | 1.0 |
IndirectLightingScale | 1.0 |
ShadowExponent | 2.0 |
LightmassPointLightSettings[edit]
Extends: LightmassLightSettings
Modifiers: native
Point/spot settings for Lightmass
- float LightSourceRadius
- The radius of the light's emissive surface, not the light's influence.
Default values:
Property | Value |
---|---|
LightSourceRadius | 100.0 |
LightmassPrimitiveSettings[edit]
Per-object settings for Lightmass
- bool bUseTwoSidedLighting
- If TRUE, this object will be lit as if it receives light from both sides of its polygons.
- bool bShadowIndirectOnly
- If TRUE, this object will only shadow indirect lighting.
- bool bUseEmissiveForStaticLighting
- If TRUE, allow using the emissive for static lighting.
- float EmissiveLightFalloffExponent
- Direct lighting falloff exponent for mesh area lights created from emissive areas on this primitive.
- float 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 EmissiveBoost
- Scales the emissive contribution of all materials applied to this object.
- float DiffuseBoost
- Scales the diffuse contribution of all materials applied to this object.
- float SpecularBoost
- Scales the specular contribution of all materials applied to this object.
- float FullyOccludedSamplesFraction
- Fraction of samples taken that must be occluded in order to reach full occlusion.
LocalizedSubtitle[edit]
Modifiers: native
A subtitle localized to a specific language.
- array<SubtitleCue> Subtitles
- Subtitle cues. If empty, use SoundNodeWave's SpokenText as the subtitle. Will often be empty,
as the contents of the subtitle is commonly identical to what is spoken.
- bool bMature
- TRUE if this sound is considered to contain mature content.
- bool bManualWordWrap
- TRUE if the subtitles have been split manually.
RootMotionCurve[edit]
Modifiers: native
Contains precomputed curve of root motion for a particular animation
- name AnimName
- Name of the animation this curve is associated with
- Object.InterpCurveVector Curve
- List of vectors offset from the start of the curve
- float MaxCurveTime
- The max input value of the curve
SubtitleCue[edit]
Modifiers: native
A line of subtitle text and the time at which it should be displayed.
- string Text
- The text too appear in the subtitle.
- float Time
- The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line.
SwarmDebugOptions[edit]
Modifiers: native
Debug options for Swarm
- bool bDistributionEnabled
- If TRUE, Swarm will distribute jobs.
If FALSE, only the local machine will execute the jobs.
- bool bForceContentExport
- If TRUE, Swarm will force content to re-export rather than using the cached version.
If FALSE, Swarm will attempt to use the cached version.
- bool bInitialized
Default values:
Property | Value |
---|---|
bDistributionEnabled | True |
bForceContentExport | False |