光照貼圖分辨率html
生成網格距離場(一種不怎麼消耗性能的陰影)
http://api.unrealengine.com/CHN/Engine/Rendering/LightingAndShadows/MeshDistanceFields/index.htmlapi
用於複雜的碰撞網格LOD,不會隨距離變化而改變數組
Specifies which mesh LOD to use for complex (per-poly) collision.
Sometimes it can be desirable to use a lower poly representation for collision to reduce memory usage, improve performance and behaviour.
Collision representation does not change based on distance to camera編輯器
一個很新的渲染技術
http://www.cnblogs.com/linyizsh/archive/2010/02/03/1662310.html
https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LightPropagationVolumes性能
光照貼圖座標索引??ui
距離場自身陰影偏移,能夠調整距離場陰影的濃度this
Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's verticesspa
支持勻均分佈採樣
網格支持在固定時間內均勻分佈的採樣,內存成本爲8字節每三角形。實例使用是均勻生成的粒子。orm
Mesh supports uniformly distributed sampling in constant time.
Memory cost is 8 bytes per triangle.
Example usage is uniform spawning of particles.htm
若是爲真,將保持幾何數據CPU可訪問的烘培生成,而不是上傳到GPU內存。釋放它從CPU內存。
若是但願在熟能生成的運行時訪問CPU上的StaticMesh幾何數據(例如,將StaticMesh轉換爲Proce.lMeshComponent),則須要這樣作
If true, will keep geometry data CPU-accessible in cooked builds, rather than uploading to GPU memory and releasing it from CPU memory.
This is required if you wish to access StaticMesh geometry data on the CPU at runtime in cooked builds (e.g. to convert StaticMesh to ProceduralMeshComponent)
指定哪些網格LOD用做軟件遮擋的遮擋器幾何形狀。
設置爲-1不使用此網格做爲封堵器
Specifies which mesh LOD to use as occluder geometry for software occlusion
Set to -1 to not use this mesh as occluder
Positive Bounds Extension 正邊界擴展
Negative Bounds Extension 負邊界擴展
在編輯器內選Bounds能夠看出效果
用戶數據資源
儲存用戶數據數組和資源,例如 UDatasmithAssetUserData,UAnimationModifiersAssetUserData,繼承UAssetUserData
Array of user data stored with the asset
有LOD的模型導入時要勾選 Import Mesh LODs選項。
定義LOD距離屬性是ScreenSize,值越大距離越近。
UE項目內的模型向不一樣項目遷移最好用模型導入導出,因其渲染時會報一堆警告,多數警告能夠導入導出解決。