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Enlighten UE4 3.12 Documentation
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  • Welcome to Enlighten
  • How Enlighten works
  • Install and build
  • Beginner tutorials
  • From static to dynamic lighting
  • How actors interact with Enlighten
  • Lightmap lighting
  • Probe lighting
  • Local reflections
  • Change the lighting resolution
  • World properties
  • Level properties
  • Precompute your level
  • Enlighten light properties
  • Light reflected from the sky
  • Material properties
  • Light volumetric fog
  • Turn off Enlighten updates in game
  • Mesh destruction
  • LOD for lighting
  • Real-world sun/sky intensity
  • Collaborate on a level
  • Reserved texture samplers
  • Visualizations and statistics
  • Debug with Enlighten tools
  • Convert to vanilla UE4
  • Troubleshooting and support
  • Third-party licences
    • Core runtime code
      • ZLib
      • Intel Graphics Performance Analyzer
      • Mersenne Twister
      • 32bit Hashes
      • Real-Time Collision Detection
      • Intel Threading Building Blocks
    • Precompute code
    • Sample framework code
  • Release notes
    Calendars

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Core runtime code

    This is the documentation for Enlighten.

    Core runtime code

    Dec 22, 2020

    The following third party code is used in the Enlighten Runtime, which is embedded in the UE4 game.

    • ZLib
    • Intel Graphics Performance Analyzer
    • Mersenne Twister
    • 32bit Hashes
    • Real-Time Collision Detection

    An option exists to use the IntelTBB within the High Level Runtime, which provides a task system that can be used for efficient multithreading. It is not activated by default, but if you choose to use it you are bound by the following license agreements.

    • Intel Threading Building Blocks
    , multiple selections available,
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