MeshAreaLightSimplifyNormalAngleThreshold
MeshAreaLightSimplifyNormalAngleThreshold
#Overview
name: MeshAreaLightSimplifyNormalAngleThreshold
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseLightmass.ini:70, section: [DevOptions.MeshAreaLights]
- INI Section:
DevOptions.MeshAreaLights
- Raw value:
25
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:2233
Scope (from outer to inner):
file
function void FLightmassExporter::WriteSceneSettings
Source code excerpt:
VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.MeshAreaLights"), TEXT("EmissiveIntensityThreshold"), Scene.MeshAreaLightSettings.EmissiveIntensityThreshold, GLightmassIni));
VERIFYLIGHTMASSINI(GConfig->GetInt(TEXT("DevOptions.MeshAreaLights"), TEXT("MeshAreaLightGridSize"), Scene.MeshAreaLightSettings.MeshAreaLightGridSize, GLightmassIni));
float MeshAreaLightSimplifyNormalAngleThreshold;
VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.MeshAreaLights"), TEXT("MeshAreaLightSimplifyNormalAngleThreshold"), MeshAreaLightSimplifyNormalAngleThreshold, GLightmassIni));
Scene.MeshAreaLightSettings.MeshAreaLightSimplifyNormalCosAngleThreshold = FMath::Cos(FMath::Clamp(MeshAreaLightSimplifyNormalAngleThreshold, 0.0f, 90.0f) * (float)PI / 180.0f);
VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.MeshAreaLights"), TEXT("MeshAreaLightSimplifyCornerDistanceThreshold"), Scene.MeshAreaLightSettings.MeshAreaLightSimplifyCornerDistanceThreshold, GLightmassIni));
VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.MeshAreaLights"), TEXT("MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold"), Scene.MeshAreaLightSettings.MeshAreaLightSimplifyMeshBoundingRadiusFractionThreshold, GLightmassIni));
VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.MeshAreaLights"), TEXT("MeshAreaLightGeneratedDynamicLightSurfaceOffset"), Scene.MeshAreaLightSettings.MeshAreaLightGeneratedDynamicLightSurfaceOffset, GLightmassIni));
}
{
Scene.AmbientOcclusionSettings.bUseAmbientOcclusion = LevelSettings.bUseAmbientOcclusion;