PlanetX Docsv1.0.1
Language: ENLast audited: 2026-08-23
Configuration ReferenceSource verified

Proxy, Morph, and Preview Settings

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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

SettingDefaultPurpose
bShowPlanetProxytrueShows the whole-planet proxy, including completion.
PlanetSphereMeshOverrideNoneAdvanced Static Mesh used instead of the generated planet visual.
bReversePlanetSphereCullingfalseReverses sphere culling. Use it only for an asset whose winding/material contract requires the opposite direction.
bShowSectionProxiestrueShows baked Section Proxy layers.
bEnableRuntimeSurfaceCutouttrueCuts the planet surface under Section regions at runtime.
bEnableRuntimeProxyPaddingtrueGenerates/shows runtime proxy padding while Surface Cutout is enabled.
bAutoRebuildSectionProxiesFromPlanetAssettrueRebuilds proxy layers when Section or bake links change on the Planet Asset.
bAutoRefreshOnRegistertrueRefreshes presentation from Asset and runtime state when the Component registers.
FallbackRadiusCm100,000 cm, at least 1Radius 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.

SettingDefaultPurpose
SectionId / LayerIdNoneStable identities of the owning Section and the layer.
Mesh / MaterialNoneLayer Static Mesh and optional Material override.
RelativeTransformIdentityLayer transform relative to the Planet Proxy Component.
bLayerVisibletrueControls visibility of the individual layer.
bPartitionScopedfalseCouples 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.

SettingDefaultPurpose
MaximumSectionProxyPayloadsPerRequest8Child payload packages retained by one request.
MaximumSectionProxyDependenciesPerRequest64Mesh/material dependencies in one streamable batch.
MaximumSectionProxyComponentsPerFrame2New render Components created in one Game Thread frame.
MaximumSectionProxyInstancesPerFrame512Instance transforms validated and uploaded in one frame.
MaximumSectionProxyCorrectionVerticesPerFrame4,096Morph vertices inspected by Automatic Surface Correction in one frame.
SectionProxyRealizationTimeBudgetMs2.0 ms, at least 0.1Shared frame-time limit for correction scanning and Component/Instance realization.

#Surface Correction Override

SettingDefaultPurpose
bOverrideSectionSurfaceCorrectionSettingsfalseUses 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 0Additional outward clearance in Automatic mode.
ManualSectionSurfaceCorrectionCm0 cm, at least 0Outward offset applied to all Section Proxies in Manual mode.

#Debug Overlay

DebugOverlaySettings owns the visualization values below.

SettingDefaultPurpose
bShowSectionBoundsfalseShows Section bounds.
bShowSectionFramesfalseShows Section-local frame axes.
FrameAxisLengthCm1,000 cm, at least 1Length of displayed frame axes.

#Transition Morph Component

#Source and morph geometry

SettingDefaultPurpose
ProxyBakeDataNoneBake Data supplying flat/curved morph payload. A Transition Resource Set normally connects it.
ProxyMeshOverrideNoneAdvanced source mesh used instead of the Bake Data proxy mesh.
SourceLODIndex0, at least 0LOD read from the override/source mesh.
bUseProxyMeshMaterialstrueUses material slots from the source proxy mesh.
TransitionAlpha0, 0–1Position along the morph. Runtime transition normally updates it.
bAutoRebuildOnRegistertrueRebuilds render/morph representation on registration.
bUseBakeDataPartitionDesctrueUses the projection frame and radius stored in Bake Data.
bOverridePlanetRadiusfalseUses PlanetRadiusOverride instead of the bake/planet radius. Outside diagnostics, this can violate the authored contract.
PlanetRadiusOverride100,000 cm, at least 1Curvature radius while override is enabled.
ManualPartitionDescStructure defaultsOrigin, East/North/Up axes, radii, and sphere segments used when Bake Data Partition is disabled.
bUseProxyBoundsCenterAsPivotfalseUses source-proxy bounds center as morph pivot.
bMoveComponentToPivotOnBuildfalseMoves the Component itself to the resolved pivot during build. Keep it off when an external transform contract owns placement.
bUseTangentPreservingCurvaturetrueUses the curvature path that preserves tangent direction and shading continuity.

#GPU WPO Morph

SettingDefaultPurpose
bUseGpuWpoMorphtruePrefers Material WPO-based GPU morphing.
bPreferStaticMeshComponentForGpuMorphtruePrefers a StaticMesh Component on the GPU path.
bFallbackToDynamicMeshWhenStaticGpuMorphInflatestrueFalls back to Dynamic Mesh when rendered Static Mesh vertices exceed the permitted ratio.
StaticGpuMorphMaxRenderVertexRatio1.25, at least 1Maximum rendered-to-source vertex ratio for the Static GPU path.
bBuildTransientStaticMeshForGpuMorphfalseBuilds a transient Static Mesh when no GPU asset is assigned. Consider runtime cost and lifetime.
GpuMorphStaticMeshAssetNonePrebuilt Static Mesh for GPU morphing.
GpuMorphMaterialOverrideNoneOne GPU morph Material override for every slot.
GpuMorphMaterialOverridesEmptyPer-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.

SettingDefaultPurpose
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.

#Morph performance and visibility

SettingDefaultPurpose
MinimumAlphaChange0.002, 0–1Skips a morph update when alpha changes by less than this amount.
bUpdateNormalsDuringMorphfalseUpdates normals with positions on CPU/Dynamic paths. It may improve quality at additional cost.
bUseFastPositionUpdatestrueUses position-only updates without rebuilding topology.
bCollectRuntimeMorphDiagnosticsfalseCollects runtime morph diagnostics. Enable it only when needed during performance investigation.
bOverrideTransitionRuntimeBudgetfalseUses the following Transition-specific values instead of Project Runtime Budget.
MaximumTransitionDependenciesPerRequest64, 1–512Dependency limit for one Transition stream request.
MaximumTransitionComponentsPerFrame2, 1–64Transition render Components realized in one frame.
TransitionRealizationTimeBudgetMs2.0 ms, 0.1–10Game Thread time limit for Transition realization.
bVisibleOnlyDuringTransitiontrueShows the Morph Component only during Transition state.
bTransitionActivefalseCurrent 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.

SettingDefaultPurpose
PreviewBakeDataNoneVisual-only Bake Data loaded when the Preview World streams in.
bOverrideRuntimeBudgetfalseUses this Preview Actor's values instead of Project Runtime Budget.
MaximumPayloadsPerRequest8, at least 1Child payload limit for one request.
MaximumDependenciesPerRequest64, at least 1Dependency limit for one streamable batch.
MaximumComponentsPerFrame2, at least 1Component creation limit per frame.
MaximumInstancesPerFrame512, at least 1Instance realization limit per frame.
RealizationTimeBudgetMs2.0 ms, at least 0.1Frame-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.