PlanetX / Docs / Proxy, Morph, and Preview Settings Use runtime-budget overrides only for diagnostics or an explicit per-Actor requirement; ordinary content should follow Project Settings.
# Planet Proxy Component
# Presentation and generation
Setting Default Purpose bShowPlanetProxytrue Shows the whole-planet proxy, including completion. PlanetSphereMeshOverrideNone Advanced Static Mesh used instead of the generated planet visual. bReversePlanetSphereCullingfalse Reverses sphere culling. Use it only for an asset whose winding/material contract requires the opposite direction. bShowSectionProxiestrue Shows baked Section Proxy layers. bEnableRuntimeSurfaceCutouttrue Cuts the planet surface under Section regions at runtime. bEnableRuntimeProxyPaddingtrue Generates/shows runtime proxy padding while Surface Cutout is enabled. bAutoRebuildSectionProxiesFromPlanetAssettrue Rebuilds proxy layers when Section or bake links change on the Planet Asset. bAutoRefreshOnRegistertrue Refreshes presentation from Asset and runtime state when the Component registers. FallbackRadiusCm100,000 cm, at least 1 Radius used when a valid Planet Asset radius cannot be resolved.
# Section Proxy Layer Descriptor
The ordinary workflow generates these entries from the Planet Asset and bake output. Edit them only in an advanced manual construction path.
Setting Default Purpose SectionId / LayerIdNone Stable identities of the owning Section and the layer. Mesh / MaterialNone Layer Static Mesh and optional Material override. RelativeTransformIdentity Layer transform relative to the Planet Proxy Component. bLayerVisibletrue Controls visibility of the individual layer. bPartitionScopedfalse Couples residency/culling of the layer to a bake partition. PartitionCoord(0,0) Partition coordinate for a partition-scoped layer.
# Section Proxy Runtime Budget Override
When bOverrideSectionProxyRuntimeBudget=false, the Component uses the project Runtime Budget.
Setting Default Purpose MaximumSectionProxyPayloadsPerRequest8 Child payload packages retained by one request. MaximumSectionProxyDependenciesPerRequest64 Mesh/material dependencies in one streamable batch. MaximumSectionProxyComponentsPerFrame2 New render Components created in one Game Thread frame. MaximumSectionProxyInstancesPerFrame512 Instance transforms validated and uploaded in one frame. MaximumSectionProxyCorrectionVerticesPerFrame4,096 Morph vertices inspected by Automatic Surface Correction in one frame. SectionProxyRealizationTimeBudgetMs2.0 ms, at least 0.1 Shared frame-time limit for correction scanning and Component/Instance realization.
# Surface Correction Override
Setting Default Purpose bOverrideSectionSurfaceCorrectionSettingsfalse Uses this Actor-wide override instead of per-Section Planet Asset settings. SectionSurfaceCorrectionModeDisabledChooses Disabled, lowest-bake-vertex Automatic, or fixed-offset Manual. SectionSurfaceClearanceCm1 cm, at least 0 Additional outward clearance in Automatic mode. ManualSectionSurfaceCorrectionCm0 cm, at least 0 Outward offset applied to all Section Proxies in Manual mode.
# Debug Overlay
DebugOverlaySettings owns the visualization values below.
Setting Default Purpose bShowSectionBoundsfalse Shows Section bounds. bShowSectionFramesfalse Shows Section-local frame axes. FrameAxisLengthCm1,000 cm, at least 1 Length of displayed frame axes.
# Transition Morph Component
# Source and morph geometry
Setting Default Purpose ProxyBakeDataNone Bake Data supplying flat/curved morph payload. A Transition Resource Set normally connects it. ProxyMeshOverrideNone Advanced source mesh used instead of the Bake Data proxy mesh. SourceLODIndex0, at least 0 LOD read from the override/source mesh. bUseProxyMeshMaterialstrue Uses material slots from the source proxy mesh. TransitionAlpha0, 0–1 Position along the morph. Runtime transition normally updates it. bAutoRebuildOnRegistertrue Rebuilds render/morph representation on registration. bUseBakeDataPartitionDesctrue Uses the projection frame and radius stored in Bake Data. bOverridePlanetRadiusfalse Uses PlanetRadiusOverride instead of the bake/planet radius. Outside diagnostics, this can violate the authored contract. PlanetRadiusOverride100,000 cm, at least 1 Curvature radius while override is enabled. ManualPartitionDescStructure defaults Origin, East/North/Up axes, radii, and sphere segments used when Bake Data Partition is disabled. bUseProxyBoundsCenterAsPivotfalse Uses source-proxy bounds center as morph pivot. bMoveComponentToPivotOnBuildfalse Moves the Component itself to the resolved pivot during build. Keep it off when an external transform contract owns placement. bUseTangentPreservingCurvaturetrue Uses the curvature path that preserves tangent direction and shading continuity.
# GPU WPO Morph
Setting Default Purpose bUseGpuWpoMorphtrue Prefers Material WPO-based GPU morphing. bPreferStaticMeshComponentForGpuMorphtrue Prefers a StaticMesh Component on the GPU path. bFallbackToDynamicMeshWhenStaticGpuMorphInflatestrue Falls back to Dynamic Mesh when rendered Static Mesh vertices exceed the permitted ratio. StaticGpuMorphMaxRenderVertexRatio1.25, at least 1 Maximum rendered-to-source vertex ratio for the Static GPU path. bBuildTransientStaticMeshForGpuMorphfalse Builds a transient Static Mesh when no GPU asset is assigned. Consider runtime cost and lifetime. GpuMorphStaticMeshAssetNone Prebuilt Static Mesh for GPU morphing. GpuMorphMaterialOverrideNone One GPU morph Material override for every slot. GpuMorphMaterialOverridesEmpty Per-slot GPU morph Material overrides; these are more specific than the single override. GpuMorphAlphaParameterNamePlanetXMorphAlphaScalar Material parameter receiving Transition Alpha. It must match the Material exactly.
# GPU Render Pass Policy
These options affect only PlanetX-owned Transition Morph render Components.
Setting Default Purpose MorphShadowModeFullMorphMeshDisables morph shadows or renders the complete morph representation into shadows. MorphRayTracingModeEvaluateWpoChooses Disabled, StaticGeometry without WPO, or the more expensive EvaluateWpo. MorphVelocityModeEnabledEnables velocity output for accurate motion vectors and temporal effects. MorphDepthPassModeEnabledEnables the depth pass for depth-effect compatibility.
Setting Default Purpose MinimumAlphaChange0.002, 0–1 Skips a morph update when alpha changes by less than this amount. bUpdateNormalsDuringMorphfalse Updates normals with positions on CPU/Dynamic paths. It may improve quality at additional cost. bUseFastPositionUpdatestrue Uses position-only updates without rebuilding topology. bCollectRuntimeMorphDiagnosticsfalse Collects runtime morph diagnostics. Enable it only when needed during performance investigation. bOverrideTransitionRuntimeBudgetfalse Uses the following Transition-specific values instead of Project Runtime Budget. MaximumTransitionDependenciesPerRequest64, 1–512 Dependency limit for one Transition stream request. MaximumTransitionComponentsPerFrame2, 1–64 Transition render Components realized in one frame. TransitionRealizationTimeBudgetMs2.0 ms, 0.1–10 Game Thread time limit for Transition realization. bVisibleOnlyDuringTransitiontrue Shows the Morph Component only during Transition state. bTransitionActivefalse Current transition-presentation state. Runtime normally owns it, though it is available for manual testing.
# Runtime Preview Actor
External Level Proxy Bake creates this Actor in the Preview World. It is not a gameplay Actor, and the generation pipeline owns its PreviewBakeData link.
Setting Default Purpose PreviewBakeDataNone Visual-only Bake Data loaded when the Preview World streams in. bOverrideRuntimeBudgetfalse Uses this Preview Actor's values instead of Project Runtime Budget. MaximumPayloadsPerRequest8, at least 1 Child payload limit for one request. MaximumDependenciesPerRequest64, at least 1 Dependency limit for one streamable batch. MaximumComponentsPerFrame2, at least 1 Component creation limit per frame. MaximumInstancesPerFrame512, at least 1 Instance realization limit per frame. RealizationTimeBudgetMs2.0 ms, at least 0.1 Frame-time limit for Preview realization.
Do not duplicate GameMode, Pawn, Controller, gameplay Actor logic, navigation, or Ground gameplay collision into Runtime Preview. Those remain the responsibility of the actual Ground World.