Mesh Lightmap Resolution Settings

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Hi all~
I am generating some static meshes through hda to UE4.
To set different lightmap resolution to each piece of meshes, I create ‘unreal_lightmap_resolution’ attribute on primitive.But in UE4,it uses ‘Light Map Resolution’(ProjectSetting-HoudiniEngine-GeneratedStaticMeshSettings) setting instead and all lightmap resolution values are same.
Attachment:
my UE4 settings

Attachments:
HOUDINI.png (126.0 KB)
IMG20191008_211942.png (20.6 KB)

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In case anybody else is also looking for a solution:

Instead of using unreal_lightmap_resolution use the Uproperty

unreal_uproperty_LightMapResolution

Explained further down here…
https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
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