class unreal.LightmassPrimitiveSettings?

Bases: unreal.StructBase

Per-object settings for Lightmass

C++ Source:

  • Module: Engine
  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • diffuse_boost (float): [Read-Write] Scales the diffuse contribution of all materials applied to this object.
  • emissive_boost (float): [Read-Write] Scales the emissive contribution of all materials applied to this object.
  • fully_occluded_samples_fraction (float): [Read-Write] Fraction of samples taken that must be occluded in order to reach full occlusion.
  • shadow_indirect_only (bool): [Read-Write] If true, this object will only shadow indirect lighting.
  • use_emissive_for_static_lighting (bool): [Read-Write] If true, allow using the emissive for static lighting.
  • use_two_sided_lighting (bool): [Read-Write] If true, this object will be lit as if it receives light from both sides of its polygons.
  • use_vertex_normal_for_hemisphere_gather (bool): [Read-Write] Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. However in the case of foliage whose vertex normal has been setup to match the underlying terrain, gathering in the direction of the vertex normal is desired.