I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE3:EngineTypes structs (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> EngineTypes (structs)

Structs

LightmassDebugOptions

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

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

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

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

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

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

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

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

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