I’ve had several occasions recently where it would be really useful if I could programmatically (Blutility) change the lightmap resolution of a static mesh asset and static mesh component. There are a couple of static mesh properties exposed to editor scripting already but currently StaticMesh.LightMapResolution, StaticMeshComponent.bOverrideLightMapRes & StaticMeshComponent.OverriddenLightMapRes are read-only.
If these were exposed I could:
- Make a right-click ActorAction Blutility to quickly raise or lower the resolution on the instance or source mesh
- Allow my level tools to automatically set sensible lightmap resolutions for construction-script-generated meshes (based on the instance size or a designer-adjustable setting)
- Make a tool that can automatically set sensible lightmap resolution overrides per instance, based on estimated max view size