Unreal Engine – AutoLightmapUEr UE5840

AutoLightmapUEr

Technical Details

Version 1.1:
– “All” mode now also works correctly on (Hierarchical) Instanced Static Mesh Components.
Before, UE returned the extents of the surrounding volume of *all* the instances together, apparently.
– “All” mode now also works with freshly added blueprint actors.
Blueprint actors that were freshly added to a map return multiple copies for an AActor Iterator (seemingly one per component?),
which could lead to sometimes picking the wrong lightmap size if only some components were scaled.
– “Clear tags” button moved and changed from just an “X” to a clearer label
– Cleared up how the values are used, with expanded tooltips: the “extent” values are the half-length from the center by default.
There is now also a new option that switches calculation to full-length, if you prefer, for your own presets.
(Note that the values for the 2 default presets don’t get changed when you switch to full-length)
– You can now use folder names to override the currently selected preset.
Actors inside a endpoint folder (read: A\B\C C is checked, A and B aren’t) whose name matches that of a preset, will use that preset to calculate lightmap sizes.
– New “Go deep” toggle that will propagate the lightmap change to the meshes themselves, and their various LOD levels.
Was added because some people encountered strange unreproducible effects with lightmap overrides working backwards for lower LOD levels.
You shouldn’t need this, normally, but if you run into any trouble, you might maybe give it a try?- Editor plugin
– No third party code

Platforms Tested: Windows