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]

#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;