// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" namespace Lightmass { enum ELightingSolverType { /** Default direct lighting solver with no global/bounced lighting */ LightSolver_Direct=0, /** GI solver type */ LightSolver_Bouncy }; /** * A set of parameters specifying how static lighting is rebuilt. */ class FLightingBuildOptions { public: FLightingBuildOptions() : bPerformFullQualityBuild(true) , LightSolverType(LightSolver_Direct) {} /** Whether to use fast or pretty lighting build. */ bool bPerformFullQualityBuild; /** Current light solver type desired */ ELightingSolverType LightSolverType; }; } //namespace Lightmass