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Unreal Engine 4 Blueprint and C++ Programming 虛幻編輯器(1)World Settings

World Settings

World

Enable World Composition(bool)

{ Eable tools for composing a tiled world. Level has to be saved and  all sub - levels removed before enabling this option. }

{ 啟用組合碎片世界的工具。啟用該選項之前要儲存所有關卡,移除所有子關卡。}

Use Client Side Level Streaming Volumes(bool)

{ Enable Client - side streaming volumes instead of server - side. Expected usage scenario: server has all streaming levels

always loaded, client independently stream levels in/out based on streaming volumes. }

{ 啟動用戶端卷替代服務端卷。預期使用場景:伺服器總是加載所有流關卡,用戶端則依賴流卷獨立加載流關卡。}

Kill Z(float)

{ Any actor falling below this level gets destroyed. }

{ 任何Actor掉落至該水準線(Z坐标值)之下都會被摧毀。}

GameMode

GameMode Override(choice)

{ The default GameMode to use when starting this map in the game. If this value is NULL,

the INI setting for default game type is used. }

{ 遊戲中這張地圖啟動時将會使用預設遊戲模式。如果這個值是NULL的,将會啟用INI為預設遊戲模式的設定。}

Selected GameMode

    Default Pawn Class(choice)

    { The default pawn class used by players. }

    { 玩家使用的預設Pawn類。}

    HUD Class(choice)

    { HUD class this game uses. }

    { 遊戲使用的HUD類。}

    Player Controller Class(choice)

    { The class of PlayerController to spawn for players logging in. }

    { 為玩家登陸生成的玩家控制器類。}

    Game State Class(choice)

    { Class of GameState associated with this GameMode. }

    { 與遊戲模式關聯的遊戲狀态類。}

    Player State Class(choice)

    { A PlayerState of this class will be associated with every player to replicate relevant player information to all clients. }

    { 與每個玩家關聯,将相關玩家的資訊複制到所有用戶端的玩家狀态類。}

    Spectator Class(choice)

    { The pawn class used by the PlayerController for players when spectating. }

    { 當玩家觀看遊戲時被玩家控制器使用的Pawn類。}

Lightmass

Lightmass Settings

    Static Lighting Level Scale

    Num Indirect Lighting Bounces

    Num Sky Lighting Bounces

    Indirect Lighting Quality

    Indirect Lighting Smoothness

    Environment Color

    Environment Intensity

    Diffuse Boost

    Volume Lighting Method

    Volumetric Lightmap Maximum Brick Memory Mb

    Volumetric Lightmap Spherical Harmonic Smoothing

    Volume Light Sample Placement Scale

    Use Ambient Occlusion

    Generate Ambient Occlusion Material Mask

    Direct Illumination Occlusion Fraction

    Indirect Illnumination Occlusion Fraction

    Occlusion Exponent

    Fully Occluded Samples Fraction

    Max Occlusion Distance

    Visualize Material Diffuse

    Visualize Ambient Occlusion

    Compress Lightmaps

Physics

Override World Gravity(bool)

{ If set to true we will use GlobalGravityZ instead of project DefaultGravityZ. }

{ 如果設為true我們将使用全局重力替代預設值。}

Global Gravity Z(value)

{ optional level specific gravity override set by level designer. }

{ 由關卡設計者重寫(重載設定)可選關卡具體重力。}

Rendering(渲染)

Default Max DistanceField Occlusion Distance(value)

{ Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight. }

{ 網格距離場使用的最大遮擋距離,将被重寫,如果這裡有一個可移動的天窗。}

Global DistanceField View Distance(value)

{ Distance from the camera that the global distance filed should cover. }

{ 全局距離場應該覆寫的到錄影機的距離。}

Dynamic Indirect Shadows Self Shadowing Intensity(value)

{ Controls the intensity of self - shadowing from capsule indirect shadows. These types of shadows use approximate occluder

representations, so reducing self - shadowing intensity can hide those artifacts. }

{ 控制來自膠囊式間接陰影的自遮蔽強度。這些類型的陰影使用近似遮擋器表示,是以減少自遮蔽強度可以隐藏那些僞影。}

Precomputed Visibility(預先計算能見度)

Precompute  Visibility(bool)

{ Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. Precomputing visibility

reduces rendering thread thime at the cost of some runtime memory and somewhat increased lighting build times. }

{}

Audio(音頻)

Default Reverb Settings

    Apply Reverb(bool)

    { Whether to apply the reverb settings below. }

    { 是否應用以下混響設定。}

    Reverb Effect(choice)

    { The reverb asset to employ. }

    { 使用混響資源。}

    Reverb Plugin Effect(choice)

    { This is used to apply plugin - specific settings when a Reverb Plugin is being used. }

    { 當一個混響插件被使用的時候,這個選項可以應用具體插件設定}

    Volume(value)

    { Volume level of the reverb affect. }

    { 音量水準的混響影響。}

    Fade Time(value)

    { Time to fade from current reverb settings into this settings, in seconds. }

    { 時間從目前混響設定開始流逝直到這個設定停止,以秒為機關。}

Default Ambient Zone Settings

    Exterior Volume(外部音量)

    { The desired volume of sounds outside the volume when the player is inside the volume. }

    { 當玩家處在音量之内的預期的外部音量。}

    Exterior Time

    {}

    {}

    Exterior LPF

    {}

    {}

    Exterior LPFTime

    {}

    {}

    Interior Volume

    {}

    {}

    Interior Time

    {}

    {}

    Interior LPF

    {}

    {}

    Interior LPFTime

    {}

    {}

Default Base Sound Mix

{}

{}

LODSystem

Emable Hierachical LODSystem

HLODSetup Asset

Override Base Material

Hierachical LODSetup

    HLOD Level 0

        Cluster generation settings

            Allow Specific Exclusion

            Desired Bound Radius

            Desired Filling Percentage

            Min Number Of Actors to Build

            Only Generate Clusters for Volumes

        Mesh generation settings

            Transition Screen Size

            Override Draw Distance 

            Simplify Mesh

            Merge Setting()

VR

World to Meters

Mono Culling Distance

Tick

Allow Tick Before Begin Play

Broadphase

Override Dfault Broadphase Settings

Broadphase Settings

    Use MBPOn Client

    Use MBPOn Server

    MBPBounds

        Min

        Max

    MBPNum Subdivs

AI

Enable AISystem

LOD

Include Actor for HLOD Mesh generation

Cooking

Is Editor Only Actor