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  • PortalCam

    • Product Overview
    • Basic Operation
    • Using the LCC Scan App
    • Maintenance and Care
    • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
    • Project Processing
    • Tools
    • 2D Drawing
    • Applications
    • Settings
    • Device Connection
  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
      • Download and Installation
      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
      • Single Model Reconstruction
      • Map Fusion
      • Aerial-Ground Fusion
      • Aerial Reconstruction
      • My Models
      • Other Features
      • Settings and Account
      • Converter
      • Video Reconstruction
      • FAQ
    • LCC Scene Editor

      • Version & Updates
      • Account & Login
      • Product Overview & Home
      • Editor Interface
      • Scene Navigation Modes
      • File
      • Settings
      • Edit Operations
      • Window
      • Global Toolbar
      • Assets & Properties
      • Left Toolbar
      • Viewpoints
      • Portal
      • Skybox
      • Annotations
      • Measurement
      • Flythrough
      • Scene Report
      • 3D Layout
      • Mini-Map
      • Preview Mode (Viewer)
      • Help
      • FAQ
      • Spawn Point
    • LCC Model Editor

      • Version and Updates
      • User Guide
      • Overview and Interface
      • File Operations
      • Selectors
      • Editing Models
      • Measurement
      • Color Grading
      • Asset Management
      • Settings and Help
      • FAQ
    • Capture Guide

      • Overview
      • Capture Devices Overview
      • General Capture Principles
      • Indoor Scene Capture
      • Outdoor Scene Capture
      • Large-Scale Capture (Map Fusion)
      • Aerial-Ground Map Fusion Capture
      • Object Capture
      • People Capture
      • Video Reconstruction Capture
      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Visual Settings
      • Normals and Lighting
      • Scene Editing
      • Performance Parameters
      • Performance Guide
      • Third-party and Engine Plugin Integration
      • Proxy Mesh
      • Loading Animation
      • Collision
      • Navigation System Support
      • Single Layer Water Support
      • Localization
      • FAQ
      • Troubleshooting
      • Logging and Diagnostics
      • Contact Us
      • API Reference

        • ALCCActorBase
        • ULCCComponentBase
        • ULCCComponent
        • ULCC2Component
        • SOG / SPZ / PLY Actors
        • ALCC2ProxyMesh
        • ALCCClippingVolume
        • ALCCSectionPlane
        • ULCCUtilLibrary
        • Enums
        • Structs
      • Changelog

        • v3.3.1
        • v3.0.0
        • v2.2.1
        • v1.0.0
        • v0.9.0
        • v0.8.0
        • v0.7.1
        • v0.6.1
        • v0.5.2
        • v0.4.1
        • v0.4.0
        • v0.3.0
        • v0.0.5
        • v0.0.4
        • v0.0.3
        • v0.0.2
        • v0.0.1

Enums: Enum Type Reference

Enum types the LCC4UnrealRuntime module exposes.

ModuleLCC4UnrealRuntime
HeaderCore/LCCEnum.h
#include "Core/LCCEnum.h"

Enums marked BlueprintType are usable directly in Blueprint, can be wired to a Switch node, and can serve as a variable type.

Rendering

ERenderMode

Render mode. Used by ULCCComponentBase::RenderMode.

ValuePanel displayDescription
Splatting3DGSRenders as 3D Gaussian Splatting, high quality, high cost
PointCloudPoint CloudRenders as a point cloud, low quality, low cost

Switching to point cloud lowers the cost substantially and suits top-down views, minimaps, and distant views where detail is not needed. In point cloud mode the 3DGS-specific parameters (spherical harmonics, SplatScale, GlobalAlpha) have no effect.

Related interfaces: SetRenderMode, ToggleRenderMode

ELoadMode

Load filter mode. Used by ULCCComponentBase::LoadMode.

ValuePanel displayDescription
BothBothRenders the main part and the environment
OnlyMainOnlyMainRenders the main part only
OnlyEnvironmentOnlyEnvironmentRenders the environment only
NoneNoneRenders nothing

The main part is the core captured area, and the environment is supplementary surrounding data. None amounts to a temporary hide while the data stays in memory, so recovery is far faster than a reload.

Related interface: SetLoadMode

ELightMode

Light mode. Used by ULCCComponentBase::LightMode.

ValuePanel displayDescription
UnlitUnlitUnaffected by scene lighting, shows the original colors as captured
LitLitTakes part in scene lighting and can interact with dynamic lights

Captured data already has the on-site lighting baked in, so switching to Lit adds another layer and easily overexposes. LCC2 needs LightingScale to lower the original brightness. Only effective in 3DGS mode.

Related interfaces: SetLightMode, ToggleLightMode

EShadowMode

Shadow mode.

ValuePanel displayDescription
NoneNoneReceives no shadows
StaticStaticReceives static shadows
DynamicDynamicReceives dynamic shadows

EColorationMode

Coloration mode.

ValuePanel displayDescription
NoneNoneUses the tint only
DataDataUses the imported RGB
ElevationEvelationColors by elevation, overriding the original colors
PositionPositionColors by relative position, overriding the original colors

Elevation works with ElevationColorBottom and ElevationColorTop for terrain height visualization.

ELCC2NormalGenerationMode

LCC2 normal generation mode. Used by ULCC2Component::NormalMode.

3DGS data itself has no geometric normals, while lighting needs them. The first three modes are approximate constructions, and only ProxyMesh provides real normals.

ValuePanel displayReal shadingDescription
FixedFixedNoThe whole 3DGS shares one user-specified world normal, pointing up by default. The brightness of everything equals dot(normal, light direction)
ViewFacingView FacingNoEverything faces the camera and is lit evenly
HemisphericalHemisphericalNoCamera-independent normals, mapped from screen position onto a fixed world hemisphere
ProxyMeshProxy MeshYesReal depth and normals come from an ALCC2ProxyMesh in the scene, and 3DGS contributes color only

Trade-offs of each mode:

ModeAdvantagesDisadvantages
FixedNo diagonal light band, fully stable as the camera moves, lowest costNo shape shading at all; everything darkens when light comes from behind the normal
ViewFacingNo configuration needed, no diagonal light bandNo shape shading; overall brightness drifts as the camera turns
HemisphericalNo diagonal light band, stable as the camera moves, smoothest transition as sunlight sweeps acrossStill not real shading; requires tuning NormalPole and NormalHemiSpread
ProxyMeshReal geometric normals and depthRequires authoring and placing a matching proxy mesh; requires a license and falls back to Fixed without one

Recommendation: Fixed by default; Hemispherical for smooth sunlight movement; ProxyMesh for real shape shading; ViewFacing only for a quick look at the result.

Related pages: ULCC2Component, ALCC2ProxyMesh

Clipping and Section

EClipType

Clipping direction. Used by ALCCClippingVolume::Mode.

ValuePanel displayDescription
InsideInsideThe inside of the volume is clipped away
OutsideOutsideThe outside of the volume is clipped away

Inside is for cutting holes and opening up a shell; Outside is for keeping only the area of interest.

EClipVolumeType

Clipping volume shape. Used by ALCCClippingVolume::VolumeType.

ValueDescription
BoxBox volume
SphereSphere volume

ESectionType

Section direction. Used by ALCCSectionPlane::Mode.

ValuePanel displayDescription
UpsideUpsideWhat is above the plane is cut away
DownsideDownsideWhat is below the plane is cut away

Up and down are relative to the orientation of the plane itself, not to world coordinates. Rotating the section plane gives a section in any direction.

Related pages: ALCCClippingVolume, ALCCSectionPlane

Data and Format

ELCCVersion

Data version.

ValueDescription
LCCLCC1 format
LCC2LCC2 format

Related interface: ULCCComponentBase::GetLccVersion

EFileFormat

File format. Return type of ULCCUtilLibrary::DetermineFileFormat.

ValueMatching extension
NoneUnrecognized, or the path does not exist
LCC.lcc
Splats.splats
LAS.las
PLY.ply

Note that the detection scope of DetermineFileFormat is limited: .lcc2, .sog, and .spz all return None. Check the extension directly for those formats, see DetermineFileFormat for details.

EDataSourceType

Data source format of an LCC2 tree. Used by FLCC2MetaInfo::SplatType.

ValueDescription
SOG.sog data source
SPZ.spz data source
PLY.ply data source

This is a plain C++ enum without UENUM markup and is not visible in Blueprint.

EFileType

Data content type.

ValuePanel displayDescription
PortablePortableRGB only, no spherical harmonics
QualityQualityBoth RGB and spherical harmonics

Portable data has no spherical harmonics available, and bUseShcoef is not editable then. CanSetShcoef() actually just checks whether the type is Quality.

ELCCSourceType

Data source. Return type of ULCCUtilLibrary::DetermineSourceType.

ValueDescription
LocalLocal file
HttpNetwork address

ECollisionType

Collision data format. Return type of ULCCUtilLibrary::DetermineCollisionType.

ValueDescription
NoneNo collision data
BinLegacy .bin format
LciNewer .lci format
PlyPoint cloud .ply collision

When None is returned, enabling bEnableCollision has no effect.

ELoadStatus

Load status.

ValueDescription
SuccessSucceeded
FailureFailed
ProgressIn progress

Performance and Scheduling

ETraversalType

Node traversal method. Used by Default Traversal Type in the project settings (Project Settings → Plugins → LCC4Unreal).

ValuePanel displayDescription
CircleCircleCircular traversal centered on the camera with the maximum render distance as the radius
SectorFrustumTraversal based on the camera frustum

Frustum only processes nodes inside the view and is usually cheaper, but nodes outside the view are not preloaded, so a fill-in delay can appear while turning the view quickly.

Note that the enum name is Sector while the panel shows Frustum.

ESortMethod

Translucency sorting method. Used by Default Sort Method in the project settings.

ValueDescription
GPUSorts on the GPU
CPUSorts on the CPU

GPU is the normal choice.

ESortMode

Sort order.

ValueDescription
AscendingAscending
DescendingDescending

EComputeType

Compute pipeline type.

ValueDescription
ComputeUses Compute on the graphics pipeline
AsyncComputeUses the async Compute pipeline

The current implementation uses Compute; AsyncCompute has rendering issues and is not enabled yet.

Localization

ELocale

Locale. Return type of ULCCUtilLibrary::GetLocale.

ValueDescription
EN_USEnglish
ZH_CNSimplified Chinese

ELanguagePreference

Language preference of the plugin interface. Used by Language in the project settings.

ValuePanel displayDescription
FollowEditorFollow EditorFollows the current editor language setting
AlwaysEnglishAlways EnglishForces English regardless of the editor language

Using Enums in Blueprint

A Switch node can branch on an enum in Blueprint:

[Get Render Mode]
        Target = (LCC Component)
        │ Return Value ──┐
        ▼                │
[Switch on ERenderMode] ◀┘
        │ Splatting  ──▶ (3DGS branch logic)
        │ Point Cloud ─▶ (point cloud branch logic)

A direct comparison works as well:

[Get Effective Normal Generation Mode]
        │ Return Value ──┐
        ▼                │
[Equal (Enum)] ◀─────────┘
        A = (Return Value)
        B = Proxy Mesh
        │
        ▼
[Branch]

See Also

  • ULCCComponentBase: usage of ERenderMode, ELoadMode, and ELightMode
  • ULCC2Component: usage of ELCC2NormalGenerationMode
  • ULCCUtilLibrary: utility functions returning the format enums
  • Structs: the structs that use these enums
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ULCCUtilLibrary
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Structs