Light Map Resolution
光照貼圖分辨率
Generate Mesh Distancde Field
生成網格距離場(一種不怎么消耗性能的陰影)
http://api.unrealengine.com/CHN/Engine/Rendering/LightingAndShadows/MeshDistanceFields/index.html
LOD For Collision
用於復雜的碰撞網格LOD,不會隨距離變化而改變
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
Lpv Bias Multiplier
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
Light Map Coordinate Index
光照貼圖坐標索引??
Distance Field Self Shadow Bias
距離場自身陰影偏移,可以調整距離場陰影的濃度
Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices
Support Uniformly Distributed Sampling
支持勻均分布采樣
網格支持在固定時間內均勻分布的采樣,內存成本為8字節每三角形。實例使用是均勻生成的粒子。
Mesh supports uniformly distributed sampling in constant time.
Memory cost is 8 bytes per triangle.
Example usage is uniform spawning of particles.
Allow CPUAccess
如果為真,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。
如果希望在熟能生成的運行時訪問CPU上的StaticMesh幾何數據(例如,將StaticMesh轉換為Proce.lMeshComponent),則需要這樣做
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)
LOD For Occluder Mesh
指定哪些網格LOD用作軟件遮擋的遮擋器幾何形狀。
設置為-1不使用此網格作為封堵器
Specifies which mesh LOD to use as occluder geometry for software occlusion
Set to -1 to not use this mesh as occluder
邊界擴展
Positive Bounds Extension 正邊界擴展
Negative Bounds Extension 負邊界擴展
在編輯器內選Bounds可以看出效果
Asset User Data
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
Customized Collision
用於確定是否在導入時自動生成碰撞
if the user has modified collision in any way 如果有啟以任何方式修改了碰撞
or
has custom collision imported 有自定義碰撞導入
used for determining if to auto generated collision on import 用於確定如果是自動生成碰撞在導入時
LOD
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。
其他
UE項目內的模型向不同項目遷移最好用模型導入導出,因其渲染時會報一堆警告,多數警告可以導入導出解決。