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ALCC2ProxyMesh: Proxy Mesh Actor

Proxy mesh Actor that provides real scene depth and normals for the ProxyMesh normal mode of LCC2.

ModuleLCC4UnrealRuntime
HeaderLCC2ProxyMesh.h
Parent classAActor
LicensingThe ProxyMesh normal mode requires a license, see Editions and Licensing
#include "LCC2ProxyMesh.h"

For how the proxy mesh works, the whitebox authoring requirements, the placement steps, best practices, and troubleshooting, see Proxy Mesh. This page only lists the interfaces.

Properties

PropertyTypeAccessDescription
StaticMeshComponentUStaticMeshComponent*Read-onlyRoot static mesh component that provides scene depth and the GBuffer. Put the whitebox in its StaticMesh slot

The component itself is BlueprintReadOnly and cannot be replaced, but its StaticMesh can be set.

CustomDepth is managed by the Actor automatically: it is enabled once a valid mesh is assigned, and stays disabled with a single warning when the mesh is empty (at most one message per instance). See Behavior for details.

Usage

#include "LCC2ProxyMesh.h"
#include "LCC2Component.h"
#include "Components/StaticMeshComponent.h"

void AMyLightingSetup::SetupProxyMesh(ALCC2Actor* LCC2Actor, UStaticMesh* ProxyAsset)
{
    // place it at the same position as the 3DGS; pairing relies on spatial overlap, no explicit reference needed
    ALCC2ProxyMesh* Proxy = GetWorld()->SpawnActor<ALCC2ProxyMesh>(
        ALCC2ProxyMesh::StaticClass(),
        LCC2Actor->GetActorLocation(),
        LCC2Actor->GetActorRotation());
    if (!Proxy)
    {
        return;
    }

    // assign the mesh, CustomDepth turns on automatically
    Proxy->StaticMeshComponent->SetStaticMesh(ProxyAsset);

    // switch to the ProxyMesh normal mode
    ULCC2Component* Comp = Cast<ULCC2Component>(LCC2Actor->GetLCCComponent());
    if (Comp)
    {
        Comp->SetLightMode(ELightMode::Lit);
        Comp->NormalMode = ELCC2NormalGenerationMode::ProxyMesh;

        // without a license it falls back to Fixed silently, so confirm it
        if (Comp->GetEffectiveNormalGenerationMode() != ELCC2NormalGenerationMode::ProxyMesh)
        {
            UE_LOG(LogTemp, Warning, TEXT("ProxyMesh requires a license"));
        }
    }
}

For Blueprint usage see Proxy Mesh - Blueprint Usage.

See Also

  • Proxy Mesh: full usage description
  • Normals and Lighting: comparison of the four normal modes
  • ULCC2Component: NormalMode and the other lighting parameters
  • Enums: normal mode values