G1R AngelScript
Scripting reference for the Gothic 1 Remake
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URendererSettings Class Reference

Rendering settings. More...

Public Member Functions

Functions
void SetbSupportSkyAtmosphere (bool Value)
 The sky atmosphere component requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation).
void SetbMobileSupportGPUScene (bool Value)
 Whether to enable GPUScene on mobile. GPUScene is required for mesh auto-instancing. Changing this setting requires restarting the editor.
void SetbMobileAllowDitheredLODTransition (bool Value)
 Whether to support 'Dithered LOD Transition' material option on mobile platforms. Enabling this may degrade performance as rendering will not benefit from Early-Z optimization.
void SetbMobileVirtualTextures (bool Value)
 Whether to support virtual textures on mobile. Requires general virtual texturing option enabled as well. Changing this setting requires restarting the editor.
void SetbDiscardUnusedQualityLevels (bool Value)
 When running in game mode, whether to keep shaders for all quality levels in memory or only those needed for the current quality level. Unchecked: Keep all quality levels in memory allowing a runtime quality level change. (default) Checked: Discard unused quality levels when loading content for the game, saving some memory.
void SetbOcclusionCulling (bool Value)
 Allows occluded meshes to be culled and not rendered.
void SetbPrecomputedVisibilityWarning (bool Value)
 Displays a warning when no precomputed visibility data is available for the current camera location. This can be helpful if you are making a game that relies on precomputed visibility, e.g. a first person mobile game.
void SetbTextureStreaming (bool Value)
 When enabled textures will stream in based on what is visible on screen.
void SetbUseDXT5NormalMaps (bool Value)
 Whether to use DXT5 for normal maps, otherwise BC5 will be used, which is not supported on all hardware. Changing this setting requires restarting the editor.
void SetbVirtualTextures (bool Value)
 When enabled, Textures can be streamed using the virtual texture system. Changing this setting requires restarting the editor.
void SetbVirtualTextureEnableAutoImport (bool Value)
 Set the 'Virtual Texture Streaming' setting for imported textures based on 'Auto Virtual Texturing Size' in the texture import settings.
void SetbVirtualTexturedLightmaps (bool Value)
 When enabled, lightmaps will be streamed using the virtual texture system. Changing this setting requires restarting the editor.
void SetbVirtualTextureAnisotropicFiltering (bool Value)
 When enabled, virtual textures will use anisotropic filtering. This adds a cost to all shaders using virtual textures. Changing this setting requires restarting the editor.
void SetbEnableVirtualTextureOpacityMask (bool Value)
 Relax restriction on virtual textures contributing to Opacity Mask. In some edge cases this can lead to low resolution shadow edges.
void SetbClearCoatEnableSecondNormal (bool Value)
 Use a separate normal map for the bottom layer of a clear coat material. This is a higher quality feature that is expensive.
void SetReflectionEnvironmentLightmapMixBasedOnRoughness (bool Value)
 Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness.
void SetbUseHardwareRayTracingForLumen (bool Value)
 Uses Hardware Ray Tracing for Lumen features, when supported by the video card + RHI + Operating System. Lumen will fall back to Software Ray Tracing otherwise. Note: Hardware ray tracing has significant scene update costs for scenes with more than 100k instances.
void SetLumenFrontLayerTranslucencyReflections (bool Value)
 Whether to use high quality mirror reflections on the front layer of translucent surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. Increases GPU cost when enabled.
void SetLumenRayTracedTranslucentRefractions (bool Value)
 Whether to use Lumen refraction tracing from surfaces when using harware ray tracing and hit lighting. This will require shader recompilation to compile of translucent card capture Lumen shaders. Increases GPU cost when enabled.
void SetbEnableRayTracing (bool Value)
 Support Hardware Ray Tracing features. Requires 'Support Compute Skincache' before project is allowed to set this.
void SetbEnableRayTracingShadows (bool Value)
 Controls whether Ray Traced Shadows are used by default. Lights can still override and force Ray Traced shadows on or off. Requires Hardware Ray Tracing to be enabled.
void SetbEnableRayTracingTextureLOD (bool Value)
 Enable automatic texture mip level selection in ray tracing material shaders. Unchecked: highest resolution mip level is used for all texture (default). Checked: texture LOD is approximated based on total ray length, output resolution and texel density at hit point (ray cone method).
void SetbEnablePathTracing (bool Value)
 Enables the Path Tracing renderer. This enables additional material permutations. Requires Hardware Ray Tracing to be enabled.
void SetbGenerateMeshDistanceFields (bool Value)
 Whether to build distance fields of static meshes, needed for Software Ray Tracing in Lumen, and distance field AO, which is used to implement Movable SkyLight shadows, and ray traced distance field shadows on directional lights. Enabling will increase the build times, memory usage and disk size of static meshes. Changing this setting requires restarting the editor.
void SetbNanite (bool Value)
 Whether to enable Nanite rendering.
void SetbAllowStaticLighting (bool Value)
 Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead. Disabling allows Material AO and Material BentNormal to work with Lumen Global Illumination. Changing this setting requires restarting the editor.
void SetbUseNormalMapsForStaticLighting (bool Value)
 Whether to allow any static lighting to use normal maps for lighting computations.
void SetbForwardShading (bool Value)
 Whether to use forward shading on desktop platforms, requires Shader Model 5 hardware. Forward shading supports MSAA and has lower default cost, but fewer features supported overall. Materials have to opt-in to more expensive features like high quality reflections. Changing this setting requires restarting the editor.
void SetbVertexFoggingForOpaque (bool Value)
 Causes opaque materials to use per-vertex fogging, which costs slightly less. Only supported with forward shading. Changing this setting requires restarting the editor.
void SetbSeparateTranslucency (bool Value)
 Allow translucency to be rendered to a separate render targeted and composited after depth of field. Prevents translucency from appearing out of focus.
void SetbLocalFogVolumeApplyOnTranslucent (bool Value)
 Allow translucency to be rendered to a separate render targeted and composited after depth of field. Prevents translucency from appearing out of focus.
void SetbDynamicFoveation (bool Value)
 Allows foveation level to adjust dynamically based on GPU utilization. Level will range between none at the minimum, and the currently selected foveation level at the maximum.
void SetbCustomDepthTaaJitter (bool Value)
 Whether the custom depth pass has the TemporalAA jitter enabled. Disabling this can be useful when the result of the CustomDepth Pass is used after TAA (e.g. after Tonemapping).
void SetbDefaultFeatureBloom (bool Value)
 Whether the default for Bloom is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbDefaultFeatureAmbientOcclusion (bool Value)
 Whether the default for AmbientOcclusion is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbDefaultFeatureAmbientOcclusionStaticFraction (bool Value)
 Whether the default for AmbientOcclusionStaticFraction is enabled or not (only useful for baked lighting and if AO is on, allows to have SSAO affect baked lighting as well, costs performance, postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbDefaultFeatureAutoExposure (bool Value)
 Whether the default for AutoExposure is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbExtendDefaultLuminanceRangeInAutoExposureSettings (bool Value)
 Whether the default values for AutoExposure should support an extended range of scene luminance. Also changes the exposure settings to be expressed in EV100. Having this setting disabled is deprecated and can only be done manually using r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange.
void SetbDefaultFeatureMotionBlur (bool Value)
 Whether the default for MotionBlur is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbDefaultFeatureLensFlare (bool Value)
 Whether the default for LensFlare is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).
void SetbTemporalUpsampling (bool Value)
 Whether to do primary screen percentage upscale with Temporal AA pass or not.
void SetbRenderUnbuiltPreviewShadowsInGame (bool Value)
 Whether to render unbuilt preview shadows in game. When enabled and lighting is not built, expensive preview shadows will be rendered in game. When disabled, lighting in game and editor won't match which can appear to be a bug.
void SetbStencilForLODDither (bool Value)
 Whether to use stencil for LOD dither fading. This saves GPU time in the base pass for materials with dither fading enabled, but forces a full prepass. Changing this setting requires restarting the editor.
void SetbEarlyZPassOnlyMaterialMasking (bool Value)
 Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor.
void SetbEnableCSMCaching (bool Value)
 Enable caching CSM to reduce draw calls for casting CSM and probably improve performance.
void SetbDBuffer (bool Value)
 Whether to accumulate decal properties to a buffer before the base pass. DBuffer decals correctly affect lightmap and sky lighting, unlike regular deferred decals. DBuffer enabled forces a full prepass. Changing this setting requires restarting the editor.
void SetbSelectiveBasePassOutputs (bool Value)
 Enables not exporting to the GBuffer rendertargets that are not relevant. Changing this setting requires restarting the editor.
void SetbDefaultParticleCutouts (bool Value)
 When enabled, after changing the material on a Required particle module a Particle Cutout texture will be chosen automatically from the Opacity Mask texture if it exists, if not the Opacity Texture will be used if it exists.
void SetbGlobalClipPlane (bool Value)
 Whether to support the global clip plane needed for planar reflections. Enabling this increases BasePass triangle cost by ~15% regardless of whether planar reflections are active. Changing this setting requires restarting the editor.
void SetbUseGPUMorphTargets (bool Value)
 Whether to use original CPU method (loop per morph then by vertex) or use a GPU-based method on Shader Model 5 hardware.
void SetbMobileSupportDeferredOnOpenGL (bool Value)
 Whether to allow Deferred Shading on OpenGL, requires the DXC shader compiler and Mobile Shading set to deferred.
void SetbSupportSkyAtmosphereAffectsHeightFog (bool Value)
 The sky atmosphere component can light up the height fog but it requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation). It requires r.SupportSkyAtmosphere to be true.
void SetbSupportLocalFogVolumes (bool Value)
 Local fog volume components can will need to be applied on translucent, and opaque in forward, so resources will need to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation). It requires r.SupportLocalFogVolumes to be true.
void SetbSupportCloudShadowOnForwardLitTranslucent (bool Value)
 Enable cloud shadow on translucent surface not relying on the translucenct lighting volume, e.g. using Forward lighting. This is evaluated per vertex to reduce GPU cost and requires extra samplers/textures to be bound to vertex shaders. This is not implemented on mobile as VolumetricClouds are not available on these platforms.
void SetbVolumetricFogUsesLightFunctionAtlas (bool Value)
 Enable support for light function on volumetric fog, when the light function atlas is enabled.
void SetbDeferredLightingUsesLightFunctionAtlas (bool Value)
 Enable support for light function on deferred lighting (multi-pass and clustered), when the light function atlas is enabled.
void SetbSingleLayerWaterUsesLightFunctionAtlas (bool Value)
 Enable support for light function on Single Layer Water when the light function atlas is enabled.
void SetbTranslucentUsesLightFunctionAtlas (bool Value)
 Enable support for light function on Translucent material using Forward Shading mode, when the light function atlas is enabled.
void SetbSupportIESProfileOnTranslucent (bool Value)
 Enable IES profile evaluation on translucent materials when using the Forward Shading mode.
void SetbSupportRectLightOnTranslucent (bool Value)
 Enable rect light evaluation on translucent materials when using the Forward Shading mode.
void SetbNvidiaAftermathEnabled (bool Value)
 Enables vendor specific GPU crash analysis tools.
void SetbMultiView (bool Value)
 Enable single-pass stereoscopic rendering through view instancing or draw call instancing.
void SetbMobilePostProcessing (bool Value)
 If true, mobile pipelines include a full post-processing pass with tonemapping. Disable this setting for a performance boost and to enable stereoscopic rendering optimizations. Changing this setting requires restarting the editor.
void SetbMobileMultiView (bool Value)
 Enable single-pass stereoscopic rendering on mobile platforms.
void SetbRoundRobinOcclusion (bool Value)
 Enable round-robin scheduling of occlusion queries for VR.
void SetbMeshStreaming (bool Value)
 When enabled mesh LODs will stream in based on what is visible on screen.
void SetbEnableHeterogeneousVolumes (bool Value)
 Enable rendering with the heterogeneous volumes subsystem.
void SetbShouldHeterogeneousVolumesCastShadows (bool Value)
 Enable heterogeneous volumes to cast shadows onto the environment.
void SetbCompositeHeterogeneousVolumesWithTranslucency (bool Value)
 Enable compositing with heterogeneous volumes when rendering translucency.
void SetbSupportStationarySkylight (bool Value)
 "Stationary skylight requires permutations of the basepass shaders. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor."
void SetbSupportLowQualityLightmaps (bool Value)
 "Low quality lightmap requires permutations of the lightmap rendering shaders. Disabling will reduce the number of shader permutations required per material. Note that the mobile renderer requires low quality lightmaps, so disabling this setting is not recommended for mobile titles using static lighting. Changing this setting requires restarting the editor."
void SetbSupportPointLightWholeSceneShadows (bool Value)
 PointLight WholeSceneShadows requires many vertex and geometry shader permutations for cubemap rendering. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor.".
void SetbSupportTranslucentPerObjectShadow (bool Value)
 Enable translucent volumetric self-shadow, requires vertex and pixel shader permutations for all tranlucent materials even if not used by any light.
void SetbSupportCloudShadowOnSingleLayerWater (bool Value)
 Enable cloud shadow on SingleLayerWater. This is evaluated per vertex to reduce GPU cost and requires extra samplers/textures to be bound to vertex shaders. This is not implemented on mobile as VolumetricClouds are not available on these platforms.
void SetbEnableSubstrate (bool Value)
 Enable Substrate materials (Experimental).
void SetSubstrateOpaqueMaterialRoughRefraction (bool Value)
 Enable Substrate opaque material rough refractions effect from top layers over layers below.
void SetSubstrateDebugAdvancedVisualizationShaders (bool Value)
 Enable advanced Substrate material debug visualization shaders. Base pass shaders can output such advanced data.
void SetbMaterialRoughDiffuse (bool Value)
 Enable Rough Diffuse Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.
void SetbMaterialEnergyConservation (bool Value)
 Enable Energy Conservation on Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.
void SetbOrderedIndependentTransparencyEnable (bool Value)
 Enable support for Order-Independent-Transparency on translucent surfaces, which remove most of the sorting artifact among translucent surfaces.
void SetbUseHairStrandsAutoLODMode (bool Value)
 Enable hair strands Auto LOD mode by default. Otherwise use Manual LOD mode. Auto LOD mode adapts hair curves based on screen coverage. Manual LOD mode relies on LODs manually setup per groom asset. This global behavior can be overridden per groom asset.
void SetbSupportSkinCacheShaders (bool Value)
 Cannot be disabled while Ray Tracing is enabled as it is then required.
void SetbSkipCompilingGPUSkinVF (bool Value)
 Cannot be enabled while the skin cache is turned off.
void SetbMobileEnableStaticAndCSMShadowReceivers (bool Value)
 Allow primitives to receive both static and CSM shadows from a stationary light. Disabling will free a mobile texture sampler and reduce shader permutations. Changing this setting requires restarting the editor.
void SetbMobileEnableMovableLightCSMShaderCulling (bool Value)
 Primitives lit by a movable directional light will render with the CSM shader only when determined to be within CSM range. Changing this setting requires restarting the editor.
void SetbMobileForwardEnableClusteredReflections (bool Value)
 Whether to enable clustered reflections on mobile forward (including translucency in deferred). Always supported for opaque geometry on mobile deferred. Changing this setting requires restarting the editor.
void SetbMobileEnableNoPrecomputedLightingCSMShader (bool Value)
 When Allow Static Lighting is enabled, shaders to support CSM without any precomputed lighting are not normally generated. This setting allows CSM for this case at the cost of extra shader permutations. Changing this setting requires restarting the editor.
void SetbMobileAllowDistanceFieldShadows (bool Value)
 Generate shaders for static primitives render Lightmass-baked distance field shadow maps from stationary directional lights. Changing this setting requires restarting the editor.
void SetbMobileAllowMovableDirectionalLights (bool Value)
 Generate shaders for primitives to receive movable directional lights. Changing this setting requires restarting the editor.
void SetbMobileAllowMovableSpotlightShadows (bool Value)
 Generate shaders for primitives to receive shadow from movable spotlights. Changing this setting requires restarting the editor.
void SetbSupport16BitBoneIndex (bool Value)
 If enabled, a new mesh imported will use 8 bit (if <=256 bones) or 16 bit (if > 256 bones) bone indices for rendering.
void SetbGPUSkinLimit2BoneInfluences (bool Value)
 Whether to use 2 bone influences instead of the default of 4 for GPU skinning. This does not change skeletal mesh assets but reduces the number of instructions required by the GPU skin vertex shaders. Changing this setting requires restarting the editor.
void SetbSupportDepthOnlyIndexBuffers (bool Value)
 Support depth-only index buffers, which provide a minor rendering speedup at the expense of using twice the index buffer memory.
void SetbSupportReversedIndexBuffers (bool Value)
 Support reversed index buffers, which provide a minor rendering speedup at the expense of using twice the index buffer memory.
void SetbMobileAmbientOcclusion (bool Value)
 Mobile Ambient Occlusion. Causion: An extra sampler will be occupied in mobile base pass pixel shader after enable the mobile ambient occlusion. Changing this setting requires restarting the editor.
void SetbMobileDBuffer (bool Value)
 Whether to accumulate decal properties to a buffer before the base pass with mobile rendering. DBuffer enabled forces a full prepass. Changing this setting requires restarting the editor.
void SetbUseUnlimitedBoneInfluences (bool Value)
 If enabled, a new mesh imported will use unlimited bone buffer instead of fixed MaxBoneInfluences for rendering.
void SetbAlwaysUseDeformerForUnlimitedBoneInfluences (bool Value)
 Any mesh LODs using Unlimited Bone Influences will always be rendered with a Mesh Deformer. This reduces the number of shader permutations needed for skeletal mesh materials, saving memory at the cost of performance. Has no effect if either Unlimited Bone Influences or Deformer Graph is disabled.
void SetbMobileSupportsGen4TAA (bool Value)
 Support desktop Gen4 TAA with mobile rendering. Changing this setting requires restarting the editor.

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

Culling
float32 MinScreenRadiusForEarlyZPass
 Screen radius at which objects are culled for the early Z pass. Larger values can improve performance but very large values can degrade performance if large occluders are not rendered.
float32 MinScreenRadiusForLights
 Screen radius at which lights are culled. Larger values can improve performance but causes lights to pop off when they affect a small area of the screen.
float32 MinScreenRadiusForCSMdepth
 Screen radius at which objects are culled for cascaded shadow map depth passes. Larger values can improve performance but can cause artifacts as objects stop casting shadows.
DefaultScreenPercentage
EScreenPercentageMode DefaultScreenPercentageVRMode
EScreenPercentageMode DefaultScreenPercentagePathTracerMode
EScreenPercentageMode DefaultScreenPercentageMobileMode
EScreenPercentageMode DefaultScreenPercentageDesktopMode
float32 DefaultManualScreenPercentage
DefaultSettings
EAntiAliasingMethod DefaultFeatureAntiAliasing
 Selects the anti-aliasing method to use.
ECompositingSampleCount MSAASampleCount
 Default number of samples for MSAA.
ELightUnits DefaultLightUnits
 Which units to use for newly placed point, spot and rect lights.
EDefaultBackBufferPixelFormat DefaultBackBufferPixelFormat
 Pixel format used for back buffer, when not specified.
float32 MorphTargetMaxBlendWeight
 Blend target weights will be checked against this value for validation. Absolue values greather than this number will be clamped to [-MorphTargetMaxBlendWeight, MorphTargetMaxBlendWeight].
float32 DefaultFeatureLocalExposureShadowContrast
 Default Value for Local Exposure Shadow Contrast.
float32 DefaultFeatureAutoExposureBias
 Default Value for auto exposure bias.
float32 DefaultFeatureLocalExposureHighlightContrast
 Default Value for Local Exposure Highlight Contrast.
EAutoExposureMethodUI DefaultFeatureAutoExposure
 The default method for AutoExposure(postprocess volume/camera/game setting can still override and enable or disable it independently).
Editor
float32 WireframeCullThreshold
 Screen radius at which wireframe objects are culled. Larger values can improve performance when viewing a scene in wireframe.
GlobalIllumination
EDynamicGlobalIlluminationMethod DynamicGlobalIllumination
 Dynamic Global Illumination Method.
LightFunctionAtlas
ELightFunctionAtlasPixelFormat LightFunctionAtlasPixelFormat
 Select the format of the light function atlas texture.
Lumen
ELumenSoftwareTracingMode LumenSoftwareTracingMode
 Controls which tracing method Lumen uses when using Software Ray Tracing.
ELumenRayLightingMode LumenRayLightingMode
 Controls how Lumen Reflection rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to 'Hit Lighting' for higher quality.
Mesh Streaming|Skeletal Mesh
FPerPlatformBool bDiscardSkeletalMeshOptionalLODs
 Whether to discard skeletal mesh LODs below minimum LOD levels at cook time.
FPerPlatformBool bStreamSkeletalMeshLODs
 Whether to stream skeletal mesh LODs by default.
Mobile
EMobileLocalLightSetting MobileLocalLightSetting
 Select which Local Light Setting to use for Mobile. Changing this setting requires restarting the editor.
EMobileShadingPath MobileShadingPath
 The shading path to use on mobile platforms. Changing this setting requires restarting the editor. Mobile HDR is required for Deferred Shading.
EMobileAntiAliasingMethod MobileAntiAliasing
 The mobile default anti-aliasing method.
EMobilePlanarReflectionMode MobilePlanarReflectionMode
 The PlanarReflection will work differently on different mode on mobile platform, choose the proper mode as expect. Changing this setting requires restarting the editor.
EMobileFloatPrecisionMode MobileFloatPrecisionMode
 Project wide mobile float precision mode for shaders and materials. Changing this setting requires restarting the editor.
Optimizations
float32 SkinCacheSceneMemoryLimitInMB
 Maximum amount of memory (in MB) per world/scene allowed for the Compute Skin Cache to generate output vertex data and recompute tangents.
EVertexDeformationOutputsVelocity VertexDeformationOutputsVelocity
 Enables materials with World Position Offset and/or World Displacement to output velocities during the velocity pass even when the actor has not moved. If the VelocityPass is set to 'Write after base pass' this can incur a performance cost due to additional draw calls. That performance cost is higher if many objects are using World Position Offset. A forest of trees for example.
EGBufferFormat GBufferFormat
 Selects which GBuffer format should be used. Affects performance primarily via how much GPU memory bandwidth used. This also controls Substrate normal quality and, in this case, a restart is required.
int GPUSimulationTextureSizeX
 The X size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.
ESkinCacheDefaultBehavior DefaultSkinCacheBehavior
 Default behavior if all skeletal meshes are included/excluded from the skin cache. If Support Ray Tracing is enabled on a mesh, the skin cache will be used for Ray Tracing updates on that mesh regardless of this setting.
EClearSceneOptions ClearSceneMethod
 Select how the g-buffer is cleared in game mode (only affects deferred shading).
int GPUSimulationTextureSizeY
 The Y size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.
EVelocityOutputPass VelocityPass
 When to write velocity buffer. Changing this setting requires restarting the editor.
EEarlyZPass EarlyZPass
 Whether to use a depth only pass to initialize Z culling for the base pass.
PostProcessCalibrationMaterials
FSoftObjectPath VisualizeCalibrationColorMaterialPath
 When the VisualizeCalibrationColor show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.
FSoftObjectPath VisualizeCalibrationCustomMaterialPath
 When the VisualizeCalibrationCustom show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.
FSoftObjectPath VisualizeCalibrationGrayscaleMaterialPath
 When the VisualizeCalibrationGrayscale show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.
Postprocessing
ECustomDepthStencil CustomDepthStencil
 Whether the custom depth pass for tagging primitives for postprocessing passes is enabled. Enabling it on demand can save memory but may cause a hitch the first time the feature is used.
EAlphaChannelMode bEnableAlphaChannelInPostProcessing
 Configures alpha channel support in renderer's post processing chain. Still experimental: works only with Temporal AA, Motion Blur, Circle Depth Of Field. This option also force disable the separate translucency.
Reflections
EReflectionMethod Reflections
 Reflection Method.
int ReflectionCaptureResolution
 The cubemap resolution for all reflection capture probes. Must be power of 2. Note that for very high values the memory and performance impact may be severe.
Shadows
EShadowMapMethod ShadowMapMethod
 Select the primary shadow mapping method. Automatically uses 'Shadow Maps' when Forward Shading is enabled for the project as Virtual Shadow Maps are not supported.
Skinning
FPerPlatformInt MaxSkinBones
 Max number of bones that can be skinned on the GPU in a single draw call. The default value is set by the Compat.MAX_GPUSKIN_BONES consolevariable. Changing this setting requires restarting the editor.
int UnlimitedBonInfluencesThreshold
 When Unlimited Bone Influence is enabled, it still uses a fixed bone inflence buffer until the max bone influence of a mesh exceeds this value.
FPerPlatformInt DefaultBoneInfluenceLimit
 When BoneInfluenceLimit on a skeletal mesh LOD is set to 0, this setting is used instead. If this setting is 0, no limit will be applied here and the max bone influences will be determined by other project settings. Changing this setting requires restarting the editor.
SoftwareRayTracing
float32 DistanceFieldVoxelDensity
 Determines how the default scale of a mesh converts into distance field voxel dimensions. Changing this will cause all distance fields to be rebuilt. Large values can consume memory very quickly! Changing this setting requires restarting the editor.
Translucency
FVector TranslucentSortAxis
 The axis that sorting will occur along when Translucent Sort Policy is set to SortAlongAxis.
ETranslucentSortPolicy TranslucentSortPolicy
 The sort mode for translucent primitives, affecting how they are ordered and how they change order as the camera moves. Requires that Separate Translucency (under Postprocessing) is true.
VirtualTextures
uint VirtualTextureFeedbackFactor
 Lower factor will increase virtual texture feedback resolution which increases CPU/GPU overhead, but may decrease streaming latency, especially if materials use many virtual textures.
uint VirtualTextureTileSize
 Size in pixels for virtual texture tiles, will be rounded to next power-of-2. Changing this setting requires restarting the editor.
uint VirtualTextureTileBorderSize
 Size in pixels for virtual texture tile borders, will be rounded to next power-of-2. Larger borders allow higher degree of anisotropic filtering, but uses more disk/cache memory. Changing this setting requires restarting the editor.
VR
EFixedFoveationLevels FoveationLevel
 Set the level of foveation to apply when generating the Variable Rate Shading attachment. This feature is currently experimental. This can yield some fairly significant performance benefits on GPUs that support Tier 2 VRS. Lower settings will result in almost no discernible artifacting on most HMDs; higher settings will show some artifacts towards the edges of the view.
WorkingColorSpace
FVector2D WhiteChromaticityCoordinate
 Working color space white chromaticity coordinates.
FVector2D BlueChromaticityCoordinate
 Working color space blue chromaticity coordinates.
FVector2D GreenChromaticityCoordinate
 Working color space green chromaticity coordinates.
FVector2D RedChromaticityCoordinate
 Working color space red chromaticity coordinates.
EWorkingColorSpace WorkingColorSpaceChoice
 Choose from list of provided working color spaces, or custom to provide user-defined space.

Detailed Description

Rendering settings.

Member Function Documentation

◆ SetbAllowStaticLighting()

void SetbAllowStaticLighting ( bool Value)

Whether to allow any static lighting to be generated and used, like lightmaps and shadowmaps. Games that only use dynamic lighting should set this to 0 to save some static lighting overhead. Disabling allows Material AO and Material BentNormal to work with Lumen Global Illumination. Changing this setting requires restarting the editor.

◆ SetbAlwaysUseDeformerForUnlimitedBoneInfluences()

void SetbAlwaysUseDeformerForUnlimitedBoneInfluences ( bool Value)

Any mesh LODs using Unlimited Bone Influences will always be rendered with a Mesh Deformer. This reduces the number of shader permutations needed for skeletal mesh materials, saving memory at the cost of performance. Has no effect if either Unlimited Bone Influences or Deformer Graph is disabled.

◆ SetbClearCoatEnableSecondNormal()

void SetbClearCoatEnableSecondNormal ( bool Value)

Use a separate normal map for the bottom layer of a clear coat material. This is a higher quality feature that is expensive.

◆ SetbCompositeHeterogeneousVolumesWithTranslucency()

void SetbCompositeHeterogeneousVolumesWithTranslucency ( bool Value)

Enable compositing with heterogeneous volumes when rendering translucency.

◆ SetbCustomDepthTaaJitter()

void SetbCustomDepthTaaJitter ( bool Value)

Whether the custom depth pass has the TemporalAA jitter enabled. Disabling this can be useful when the result of the CustomDepth Pass is used after TAA (e.g. after Tonemapping).

◆ SetbDBuffer()

void SetbDBuffer ( bool Value)

Whether to accumulate decal properties to a buffer before the base pass. DBuffer decals correctly affect lightmap and sky lighting, unlike regular deferred decals. DBuffer enabled forces a full prepass. Changing this setting requires restarting the editor.

◆ SetbDefaultFeatureAmbientOcclusion()

void SetbDefaultFeatureAmbientOcclusion ( bool Value)

Whether the default for AmbientOcclusion is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultFeatureAmbientOcclusionStaticFraction()

void SetbDefaultFeatureAmbientOcclusionStaticFraction ( bool Value)

Whether the default for AmbientOcclusionStaticFraction is enabled or not (only useful for baked lighting and if AO is on, allows to have SSAO affect baked lighting as well, costs performance, postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultFeatureAutoExposure()

void SetbDefaultFeatureAutoExposure ( bool Value)

Whether the default for AutoExposure is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultFeatureBloom()

void SetbDefaultFeatureBloom ( bool Value)

Whether the default for Bloom is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultFeatureLensFlare()

void SetbDefaultFeatureLensFlare ( bool Value)

Whether the default for LensFlare is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultFeatureMotionBlur()

void SetbDefaultFeatureMotionBlur ( bool Value)

Whether the default for MotionBlur is enabled or not (postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ SetbDefaultParticleCutouts()

void SetbDefaultParticleCutouts ( bool Value)

When enabled, after changing the material on a Required particle module a Particle Cutout texture will be chosen automatically from the Opacity Mask texture if it exists, if not the Opacity Texture will be used if it exists.

◆ SetbDeferredLightingUsesLightFunctionAtlas()

void SetbDeferredLightingUsesLightFunctionAtlas ( bool Value)

Enable support for light function on deferred lighting (multi-pass and clustered), when the light function atlas is enabled.

◆ SetbDiscardUnusedQualityLevels()

void SetbDiscardUnusedQualityLevels ( bool Value)

When running in game mode, whether to keep shaders for all quality levels in memory or only those needed for the current quality level. Unchecked: Keep all quality levels in memory allowing a runtime quality level change. (default) Checked: Discard unused quality levels when loading content for the game, saving some memory.

◆ SetbDynamicFoveation()

void SetbDynamicFoveation ( bool Value)

Allows foveation level to adjust dynamically based on GPU utilization. Level will range between none at the minimum, and the currently selected foveation level at the maximum.

◆ SetbEarlyZPassOnlyMaterialMasking()

void SetbEarlyZPassOnlyMaterialMasking ( bool Value)

Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor.

◆ SetbEnableCSMCaching()

void SetbEnableCSMCaching ( bool Value)

Enable caching CSM to reduce draw calls for casting CSM and probably improve performance.

◆ SetbEnableHeterogeneousVolumes()

void SetbEnableHeterogeneousVolumes ( bool Value)

Enable rendering with the heterogeneous volumes subsystem.

◆ SetbEnablePathTracing()

void SetbEnablePathTracing ( bool Value)

Enables the Path Tracing renderer. This enables additional material permutations. Requires Hardware Ray Tracing to be enabled.

◆ SetbEnableRayTracing()

void SetbEnableRayTracing ( bool Value)

Support Hardware Ray Tracing features. Requires 'Support Compute Skincache' before project is allowed to set this.

◆ SetbEnableRayTracingShadows()

void SetbEnableRayTracingShadows ( bool Value)

Controls whether Ray Traced Shadows are used by default. Lights can still override and force Ray Traced shadows on or off. Requires Hardware Ray Tracing to be enabled.

◆ SetbEnableRayTracingTextureLOD()

void SetbEnableRayTracingTextureLOD ( bool Value)

Enable automatic texture mip level selection in ray tracing material shaders. Unchecked: highest resolution mip level is used for all texture (default). Checked: texture LOD is approximated based on total ray length, output resolution and texel density at hit point (ray cone method).

◆ SetbEnableSubstrate()

void SetbEnableSubstrate ( bool Value)

Enable Substrate materials (Experimental).

◆ SetbEnableVirtualTextureOpacityMask()

void SetbEnableVirtualTextureOpacityMask ( bool Value)

Relax restriction on virtual textures contributing to Opacity Mask. In some edge cases this can lead to low resolution shadow edges.

◆ SetbExtendDefaultLuminanceRangeInAutoExposureSettings()

void SetbExtendDefaultLuminanceRangeInAutoExposureSettings ( bool Value)

Whether the default values for AutoExposure should support an extended range of scene luminance. Also changes the exposure settings to be expressed in EV100. Having this setting disabled is deprecated and can only be done manually using r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange.

◆ SetbForwardShading()

void SetbForwardShading ( bool Value)

Whether to use forward shading on desktop platforms, requires Shader Model 5 hardware. Forward shading supports MSAA and has lower default cost, but fewer features supported overall. Materials have to opt-in to more expensive features like high quality reflections. Changing this setting requires restarting the editor.

◆ SetbGenerateMeshDistanceFields()

void SetbGenerateMeshDistanceFields ( bool Value)

Whether to build distance fields of static meshes, needed for Software Ray Tracing in Lumen, and distance field AO, which is used to implement Movable SkyLight shadows, and ray traced distance field shadows on directional lights. Enabling will increase the build times, memory usage and disk size of static meshes. Changing this setting requires restarting the editor.

◆ SetbGlobalClipPlane()

void SetbGlobalClipPlane ( bool Value)

Whether to support the global clip plane needed for planar reflections. Enabling this increases BasePass triangle cost by ~15% regardless of whether planar reflections are active. Changing this setting requires restarting the editor.

◆ SetbGPUSkinLimit2BoneInfluences()

void SetbGPUSkinLimit2BoneInfluences ( bool Value)

Whether to use 2 bone influences instead of the default of 4 for GPU skinning. This does not change skeletal mesh assets but reduces the number of instructions required by the GPU skin vertex shaders. Changing this setting requires restarting the editor.

◆ SetbLocalFogVolumeApplyOnTranslucent()

void SetbLocalFogVolumeApplyOnTranslucent ( bool Value)

Allow translucency to be rendered to a separate render targeted and composited after depth of field. Prevents translucency from appearing out of focus.

◆ SetbMaterialEnergyConservation()

void SetbMaterialEnergyConservation ( bool Value)

Enable Energy Conservation on Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.

◆ SetbMaterialRoughDiffuse()

void SetbMaterialRoughDiffuse ( bool Value)

Enable Rough Diffuse Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.

◆ SetbMeshStreaming()

void SetbMeshStreaming ( bool Value)

When enabled mesh LODs will stream in based on what is visible on screen.

◆ SetbMobileAllowDistanceFieldShadows()

void SetbMobileAllowDistanceFieldShadows ( bool Value)

Generate shaders for static primitives render Lightmass-baked distance field shadow maps from stationary directional lights. Changing this setting requires restarting the editor.

◆ SetbMobileAllowDitheredLODTransition()

void SetbMobileAllowDitheredLODTransition ( bool Value)

Whether to support 'Dithered LOD Transition' material option on mobile platforms. Enabling this may degrade performance as rendering will not benefit from Early-Z optimization.

◆ SetbMobileAllowMovableDirectionalLights()

void SetbMobileAllowMovableDirectionalLights ( bool Value)

Generate shaders for primitives to receive movable directional lights. Changing this setting requires restarting the editor.

◆ SetbMobileAllowMovableSpotlightShadows()

void SetbMobileAllowMovableSpotlightShadows ( bool Value)

Generate shaders for primitives to receive shadow from movable spotlights. Changing this setting requires restarting the editor.

◆ SetbMobileAmbientOcclusion()

void SetbMobileAmbientOcclusion ( bool Value)

Mobile Ambient Occlusion. Causion: An extra sampler will be occupied in mobile base pass pixel shader after enable the mobile ambient occlusion. Changing this setting requires restarting the editor.

◆ SetbMobileDBuffer()

void SetbMobileDBuffer ( bool Value)

Whether to accumulate decal properties to a buffer before the base pass with mobile rendering. DBuffer enabled forces a full prepass. Changing this setting requires restarting the editor.

◆ SetbMobileEnableMovableLightCSMShaderCulling()

void SetbMobileEnableMovableLightCSMShaderCulling ( bool Value)

Primitives lit by a movable directional light will render with the CSM shader only when determined to be within CSM range. Changing this setting requires restarting the editor.

◆ SetbMobileEnableNoPrecomputedLightingCSMShader()

void SetbMobileEnableNoPrecomputedLightingCSMShader ( bool Value)

When Allow Static Lighting is enabled, shaders to support CSM without any precomputed lighting are not normally generated. This setting allows CSM for this case at the cost of extra shader permutations. Changing this setting requires restarting the editor.

◆ SetbMobileEnableStaticAndCSMShadowReceivers()

void SetbMobileEnableStaticAndCSMShadowReceivers ( bool Value)

Allow primitives to receive both static and CSM shadows from a stationary light. Disabling will free a mobile texture sampler and reduce shader permutations. Changing this setting requires restarting the editor.

◆ SetbMobileForwardEnableClusteredReflections()

void SetbMobileForwardEnableClusteredReflections ( bool Value)

Whether to enable clustered reflections on mobile forward (including translucency in deferred). Always supported for opaque geometry on mobile deferred. Changing this setting requires restarting the editor.

◆ SetbMobileMultiView()

void SetbMobileMultiView ( bool Value)

Enable single-pass stereoscopic rendering on mobile platforms.

◆ SetbMobilePostProcessing()

void SetbMobilePostProcessing ( bool Value)

If true, mobile pipelines include a full post-processing pass with tonemapping. Disable this setting for a performance boost and to enable stereoscopic rendering optimizations. Changing this setting requires restarting the editor.

◆ SetbMobileSupportDeferredOnOpenGL()

void SetbMobileSupportDeferredOnOpenGL ( bool Value)

Whether to allow Deferred Shading on OpenGL, requires the DXC shader compiler and Mobile Shading set to deferred.

◆ SetbMobileSupportGPUScene()

void SetbMobileSupportGPUScene ( bool Value)

Whether to enable GPUScene on mobile. GPUScene is required for mesh auto-instancing. Changing this setting requires restarting the editor.

◆ SetbMobileSupportsGen4TAA()

void SetbMobileSupportsGen4TAA ( bool Value)

Support desktop Gen4 TAA with mobile rendering. Changing this setting requires restarting the editor.

◆ SetbMobileVirtualTextures()

void SetbMobileVirtualTextures ( bool Value)

Whether to support virtual textures on mobile. Requires general virtual texturing option enabled as well. Changing this setting requires restarting the editor.

◆ SetbMultiView()

void SetbMultiView ( bool Value)

Enable single-pass stereoscopic rendering through view instancing or draw call instancing.

◆ SetbNanite()

void SetbNanite ( bool Value)

Whether to enable Nanite rendering.

◆ SetbNvidiaAftermathEnabled()

void SetbNvidiaAftermathEnabled ( bool Value)

Enables vendor specific GPU crash analysis tools.

◆ SetbOcclusionCulling()

void SetbOcclusionCulling ( bool Value)

Allows occluded meshes to be culled and not rendered.

◆ SetbOrderedIndependentTransparencyEnable()

void SetbOrderedIndependentTransparencyEnable ( bool Value)

Enable support for Order-Independent-Transparency on translucent surfaces, which remove most of the sorting artifact among translucent surfaces.

◆ SetbPrecomputedVisibilityWarning()

void SetbPrecomputedVisibilityWarning ( bool Value)

Displays a warning when no precomputed visibility data is available for the current camera location. This can be helpful if you are making a game that relies on precomputed visibility, e.g. a first person mobile game.

◆ SetbRenderUnbuiltPreviewShadowsInGame()

void SetbRenderUnbuiltPreviewShadowsInGame ( bool Value)

Whether to render unbuilt preview shadows in game. When enabled and lighting is not built, expensive preview shadows will be rendered in game. When disabled, lighting in game and editor won't match which can appear to be a bug.

◆ SetbRoundRobinOcclusion()

void SetbRoundRobinOcclusion ( bool Value)

Enable round-robin scheduling of occlusion queries for VR.

◆ SetbSelectiveBasePassOutputs()

void SetbSelectiveBasePassOutputs ( bool Value)

Enables not exporting to the GBuffer rendertargets that are not relevant. Changing this setting requires restarting the editor.

◆ SetbSeparateTranslucency()

void SetbSeparateTranslucency ( bool Value)

Allow translucency to be rendered to a separate render targeted and composited after depth of field. Prevents translucency from appearing out of focus.

◆ SetbShouldHeterogeneousVolumesCastShadows()

void SetbShouldHeterogeneousVolumesCastShadows ( bool Value)

Enable heterogeneous volumes to cast shadows onto the environment.

◆ SetbSingleLayerWaterUsesLightFunctionAtlas()

void SetbSingleLayerWaterUsesLightFunctionAtlas ( bool Value)

Enable support for light function on Single Layer Water when the light function atlas is enabled.

◆ SetbSkipCompilingGPUSkinVF()

void SetbSkipCompilingGPUSkinVF ( bool Value)

Cannot be enabled while the skin cache is turned off.

◆ SetbStencilForLODDither()

void SetbStencilForLODDither ( bool Value)

Whether to use stencil for LOD dither fading. This saves GPU time in the base pass for materials with dither fading enabled, but forces a full prepass. Changing this setting requires restarting the editor.

◆ SetbSupport16BitBoneIndex()

void SetbSupport16BitBoneIndex ( bool Value)

If enabled, a new mesh imported will use 8 bit (if <=256 bones) or 16 bit (if > 256 bones) bone indices for rendering.

◆ SetbSupportCloudShadowOnForwardLitTranslucent()

void SetbSupportCloudShadowOnForwardLitTranslucent ( bool Value)

Enable cloud shadow on translucent surface not relying on the translucenct lighting volume, e.g. using Forward lighting. This is evaluated per vertex to reduce GPU cost and requires extra samplers/textures to be bound to vertex shaders. This is not implemented on mobile as VolumetricClouds are not available on these platforms.

◆ SetbSupportCloudShadowOnSingleLayerWater()

void SetbSupportCloudShadowOnSingleLayerWater ( bool Value)

Enable cloud shadow on SingleLayerWater. This is evaluated per vertex to reduce GPU cost and requires extra samplers/textures to be bound to vertex shaders. This is not implemented on mobile as VolumetricClouds are not available on these platforms.

◆ SetbSupportDepthOnlyIndexBuffers()

void SetbSupportDepthOnlyIndexBuffers ( bool Value)

Support depth-only index buffers, which provide a minor rendering speedup at the expense of using twice the index buffer memory.

◆ SetbSupportIESProfileOnTranslucent()

void SetbSupportIESProfileOnTranslucent ( bool Value)

Enable IES profile evaluation on translucent materials when using the Forward Shading mode.

◆ SetbSupportLocalFogVolumes()

void SetbSupportLocalFogVolumes ( bool Value)

Local fog volume components can will need to be applied on translucent, and opaque in forward, so resources will need to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation). It requires r.SupportLocalFogVolumes to be true.

◆ SetbSupportLowQualityLightmaps()

void SetbSupportLowQualityLightmaps ( bool Value)

"Low quality lightmap requires permutations of the lightmap rendering shaders. Disabling will reduce the number of shader permutations required per material. Note that the mobile renderer requires low quality lightmaps, so disabling this setting is not recommended for mobile titles using static lighting. Changing this setting requires restarting the editor."

◆ SetbSupportPointLightWholeSceneShadows()

void SetbSupportPointLightWholeSceneShadows ( bool Value)

PointLight WholeSceneShadows requires many vertex and geometry shader permutations for cubemap rendering. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor.".

◆ SetbSupportRectLightOnTranslucent()

void SetbSupportRectLightOnTranslucent ( bool Value)

Enable rect light evaluation on translucent materials when using the Forward Shading mode.

◆ SetbSupportReversedIndexBuffers()

void SetbSupportReversedIndexBuffers ( bool Value)

Support reversed index buffers, which provide a minor rendering speedup at the expense of using twice the index buffer memory.

◆ SetbSupportSkinCacheShaders()

void SetbSupportSkinCacheShaders ( bool Value)

Cannot be disabled while Ray Tracing is enabled as it is then required.

◆ SetbSupportSkyAtmosphere()

void SetbSupportSkyAtmosphere ( bool Value)

The sky atmosphere component requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation).

◆ SetbSupportSkyAtmosphereAffectsHeightFog()

void SetbSupportSkyAtmosphereAffectsHeightFog ( bool Value)

The sky atmosphere component can light up the height fog but it requires extra samplers/textures to be bound to apply aerial perspective on transparent surfaces (and all surfaces on mobile via per vertex evaluation). It requires r.SupportSkyAtmosphere to be true.

◆ SetbSupportStationarySkylight()

void SetbSupportStationarySkylight ( bool Value)

"Stationary skylight requires permutations of the basepass shaders. Disabling will reduce the number of shader permutations required per material. Changing this setting requires restarting the editor."

◆ SetbSupportTranslucentPerObjectShadow()

void SetbSupportTranslucentPerObjectShadow ( bool Value)

Enable translucent volumetric self-shadow, requires vertex and pixel shader permutations for all tranlucent materials even if not used by any light.

◆ SetbTemporalUpsampling()

void SetbTemporalUpsampling ( bool Value)

Whether to do primary screen percentage upscale with Temporal AA pass or not.

◆ SetbTextureStreaming()

void SetbTextureStreaming ( bool Value)

When enabled textures will stream in based on what is visible on screen.

◆ SetbTranslucentUsesLightFunctionAtlas()

void SetbTranslucentUsesLightFunctionAtlas ( bool Value)

Enable support for light function on Translucent material using Forward Shading mode, when the light function atlas is enabled.

◆ SetbUseDXT5NormalMaps()

void SetbUseDXT5NormalMaps ( bool Value)

Whether to use DXT5 for normal maps, otherwise BC5 will be used, which is not supported on all hardware. Changing this setting requires restarting the editor.

◆ SetbUseGPUMorphTargets()

void SetbUseGPUMorphTargets ( bool Value)

Whether to use original CPU method (loop per morph then by vertex) or use a GPU-based method on Shader Model 5 hardware.

◆ SetbUseHairStrandsAutoLODMode()

void SetbUseHairStrandsAutoLODMode ( bool Value)

Enable hair strands Auto LOD mode by default. Otherwise use Manual LOD mode. Auto LOD mode adapts hair curves based on screen coverage. Manual LOD mode relies on LODs manually setup per groom asset. This global behavior can be overridden per groom asset.

◆ SetbUseHardwareRayTracingForLumen()

void SetbUseHardwareRayTracingForLumen ( bool Value)

Uses Hardware Ray Tracing for Lumen features, when supported by the video card + RHI + Operating System. Lumen will fall back to Software Ray Tracing otherwise. Note: Hardware ray tracing has significant scene update costs for scenes with more than 100k instances.

◆ SetbUseNormalMapsForStaticLighting()

void SetbUseNormalMapsForStaticLighting ( bool Value)

Whether to allow any static lighting to use normal maps for lighting computations.

◆ SetbUseUnlimitedBoneInfluences()

void SetbUseUnlimitedBoneInfluences ( bool Value)

If enabled, a new mesh imported will use unlimited bone buffer instead of fixed MaxBoneInfluences for rendering.

◆ SetbVertexFoggingForOpaque()

void SetbVertexFoggingForOpaque ( bool Value)

Causes opaque materials to use per-vertex fogging, which costs slightly less. Only supported with forward shading. Changing this setting requires restarting the editor.

◆ SetbVirtualTextureAnisotropicFiltering()

void SetbVirtualTextureAnisotropicFiltering ( bool Value)

When enabled, virtual textures will use anisotropic filtering. This adds a cost to all shaders using virtual textures. Changing this setting requires restarting the editor.

◆ SetbVirtualTexturedLightmaps()

void SetbVirtualTexturedLightmaps ( bool Value)

When enabled, lightmaps will be streamed using the virtual texture system. Changing this setting requires restarting the editor.

◆ SetbVirtualTextureEnableAutoImport()

void SetbVirtualTextureEnableAutoImport ( bool Value)

Set the 'Virtual Texture Streaming' setting for imported textures based on 'Auto Virtual Texturing Size' in the texture import settings.

◆ SetbVirtualTextures()

void SetbVirtualTextures ( bool Value)

When enabled, Textures can be streamed using the virtual texture system. Changing this setting requires restarting the editor.

◆ SetbVolumetricFogUsesLightFunctionAtlas()

void SetbVolumetricFogUsesLightFunctionAtlas ( bool Value)

Enable support for light function on volumetric fog, when the light function atlas is enabled.

◆ SetLumenFrontLayerTranslucencyReflections()

void SetLumenFrontLayerTranslucencyReflections ( bool Value)

Whether to use high quality mirror reflections on the front layer of translucent surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. Increases GPU cost when enabled.

◆ SetLumenRayTracedTranslucentRefractions()

void SetLumenRayTracedTranslucentRefractions ( bool Value)

Whether to use Lumen refraction tracing from surfaces when using harware ray tracing and hit lighting. This will require shader recompilation to compile of translucent card capture Lumen shaders. Increases GPU cost when enabled.

◆ SetReflectionEnvironmentLightmapMixBasedOnRoughness()

void SetReflectionEnvironmentLightmapMixBasedOnRoughness ( bool Value)

Whether to reduce lightmap mixing with reflection captures for very smooth surfaces. This is useful to make sure reflection captures match SSR / planar reflections in brightness.

◆ SetSubstrateDebugAdvancedVisualizationShaders()

void SetSubstrateDebugAdvancedVisualizationShaders ( bool Value)

Enable advanced Substrate material debug visualization shaders. Base pass shaders can output such advanced data.

◆ SetSubstrateOpaqueMaterialRoughRefraction()

void SetSubstrateOpaqueMaterialRoughRefraction ( bool Value)

Enable Substrate opaque material rough refractions effect from top layers over layers below.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bDiscardSkeletalMeshOptionalLODs

FPerPlatformBool bDiscardSkeletalMeshOptionalLODs

Whether to discard skeletal mesh LODs below minimum LOD levels at cook time.

◆ bEnableAlphaChannelInPostProcessing

EAlphaChannelMode bEnableAlphaChannelInPostProcessing

Configures alpha channel support in renderer's post processing chain. Still experimental: works only with Temporal AA, Motion Blur, Circle Depth Of Field. This option also force disable the separate translucency.

◆ BlueChromaticityCoordinate

FVector2D BlueChromaticityCoordinate

Working color space blue chromaticity coordinates.

◆ bStreamSkeletalMeshLODs

FPerPlatformBool bStreamSkeletalMeshLODs

Whether to stream skeletal mesh LODs by default.

◆ ClearSceneMethod

EClearSceneOptions ClearSceneMethod

Select how the g-buffer is cleared in game mode (only affects deferred shading).

◆ CustomDepthStencil

ECustomDepthStencil CustomDepthStencil

Whether the custom depth pass for tagging primitives for postprocessing passes is enabled. Enabling it on demand can save memory but may cause a hitch the first time the feature is used.

◆ DefaultBackBufferPixelFormat

EDefaultBackBufferPixelFormat DefaultBackBufferPixelFormat

Pixel format used for back buffer, when not specified.

◆ DefaultBoneInfluenceLimit

FPerPlatformInt DefaultBoneInfluenceLimit

When BoneInfluenceLimit on a skeletal mesh LOD is set to 0, this setting is used instead. If this setting is 0, no limit will be applied here and the max bone influences will be determined by other project settings. Changing this setting requires restarting the editor.

◆ DefaultFeatureAntiAliasing

EAntiAliasingMethod DefaultFeatureAntiAliasing

Selects the anti-aliasing method to use.

◆ DefaultFeatureAutoExposure

EAutoExposureMethodUI DefaultFeatureAutoExposure

The default method for AutoExposure(postprocess volume/camera/game setting can still override and enable or disable it independently).

◆ DefaultFeatureAutoExposureBias

float32 DefaultFeatureAutoExposureBias

Default Value for auto exposure bias.

◆ DefaultFeatureLocalExposureHighlightContrast

float32 DefaultFeatureLocalExposureHighlightContrast

Default Value for Local Exposure Highlight Contrast.

◆ DefaultFeatureLocalExposureShadowContrast

float32 DefaultFeatureLocalExposureShadowContrast

Default Value for Local Exposure Shadow Contrast.

◆ DefaultLightUnits

ELightUnits DefaultLightUnits

Which units to use for newly placed point, spot and rect lights.

◆ DefaultManualScreenPercentage

float32 DefaultManualScreenPercentage

◆ DefaultScreenPercentageDesktopMode

EScreenPercentageMode DefaultScreenPercentageDesktopMode

◆ DefaultScreenPercentageMobileMode

EScreenPercentageMode DefaultScreenPercentageMobileMode

◆ DefaultScreenPercentagePathTracerMode

EScreenPercentageMode DefaultScreenPercentagePathTracerMode

◆ DefaultScreenPercentageVRMode

EScreenPercentageMode DefaultScreenPercentageVRMode

◆ DefaultSkinCacheBehavior

ESkinCacheDefaultBehavior DefaultSkinCacheBehavior

Default behavior if all skeletal meshes are included/excluded from the skin cache. If Support Ray Tracing is enabled on a mesh, the skin cache will be used for Ray Tracing updates on that mesh regardless of this setting.

◆ DistanceFieldVoxelDensity

float32 DistanceFieldVoxelDensity

Determines how the default scale of a mesh converts into distance field voxel dimensions. Changing this will cause all distance fields to be rebuilt. Large values can consume memory very quickly! Changing this setting requires restarting the editor.

◆ DynamicGlobalIllumination

EDynamicGlobalIlluminationMethod DynamicGlobalIllumination

Dynamic Global Illumination Method.

◆ EarlyZPass

EEarlyZPass EarlyZPass

Whether to use a depth only pass to initialize Z culling for the base pass.

◆ FoveationLevel

EFixedFoveationLevels FoveationLevel

Set the level of foveation to apply when generating the Variable Rate Shading attachment. This feature is currently experimental. This can yield some fairly significant performance benefits on GPUs that support Tier 2 VRS. Lower settings will result in almost no discernible artifacting on most HMDs; higher settings will show some artifacts towards the edges of the view.

◆ GBufferFormat

EGBufferFormat GBufferFormat

Selects which GBuffer format should be used. Affects performance primarily via how much GPU memory bandwidth used. This also controls Substrate normal quality and, in this case, a restart is required.

◆ GPUSimulationTextureSizeX

int GPUSimulationTextureSizeX

The X size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.

◆ GPUSimulationTextureSizeY

int GPUSimulationTextureSizeY

The Y size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.

◆ GreenChromaticityCoordinate

FVector2D GreenChromaticityCoordinate

Working color space green chromaticity coordinates.

◆ LightFunctionAtlasPixelFormat

ELightFunctionAtlasPixelFormat LightFunctionAtlasPixelFormat

Select the format of the light function atlas texture.

◆ LumenRayLightingMode

ELumenRayLightingMode LumenRayLightingMode

Controls how Lumen Reflection rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to 'Hit Lighting' for higher quality.

◆ LumenSoftwareTracingMode

ELumenSoftwareTracingMode LumenSoftwareTracingMode

Controls which tracing method Lumen uses when using Software Ray Tracing.

◆ MaxSkinBones

FPerPlatformInt MaxSkinBones

Max number of bones that can be skinned on the GPU in a single draw call. The default value is set by the Compat.MAX_GPUSKIN_BONES consolevariable. Changing this setting requires restarting the editor.

◆ MinScreenRadiusForCSMdepth

float32 MinScreenRadiusForCSMdepth

Screen radius at which objects are culled for cascaded shadow map depth passes. Larger values can improve performance but can cause artifacts as objects stop casting shadows.

◆ MinScreenRadiusForEarlyZPass

float32 MinScreenRadiusForEarlyZPass

Screen radius at which objects are culled for the early Z pass. Larger values can improve performance but very large values can degrade performance if large occluders are not rendered.

◆ MinScreenRadiusForLights

float32 MinScreenRadiusForLights

Screen radius at which lights are culled. Larger values can improve performance but causes lights to pop off when they affect a small area of the screen.

◆ MobileAntiAliasing

EMobileAntiAliasingMethod MobileAntiAliasing

The mobile default anti-aliasing method.

◆ MobileFloatPrecisionMode

EMobileFloatPrecisionMode MobileFloatPrecisionMode

Project wide mobile float precision mode for shaders and materials. Changing this setting requires restarting the editor.

◆ MobileLocalLightSetting

EMobileLocalLightSetting MobileLocalLightSetting

Select which Local Light Setting to use for Mobile. Changing this setting requires restarting the editor.

◆ MobilePlanarReflectionMode

EMobilePlanarReflectionMode MobilePlanarReflectionMode

The PlanarReflection will work differently on different mode on mobile platform, choose the proper mode as expect. Changing this setting requires restarting the editor.

◆ MobileShadingPath

EMobileShadingPath MobileShadingPath

The shading path to use on mobile platforms. Changing this setting requires restarting the editor. Mobile HDR is required for Deferred Shading.

◆ MorphTargetMaxBlendWeight

float32 MorphTargetMaxBlendWeight

Blend target weights will be checked against this value for validation. Absolue values greather than this number will be clamped to [-MorphTargetMaxBlendWeight, MorphTargetMaxBlendWeight].

◆ MSAASampleCount

ECompositingSampleCount MSAASampleCount

Default number of samples for MSAA.

◆ RedChromaticityCoordinate

FVector2D RedChromaticityCoordinate

Working color space red chromaticity coordinates.

◆ ReflectionCaptureResolution

int ReflectionCaptureResolution

The cubemap resolution for all reflection capture probes. Must be power of 2. Note that for very high values the memory and performance impact may be severe.

◆ Reflections

EReflectionMethod Reflections

Reflection Method.

◆ ShadowMapMethod

EShadowMapMethod ShadowMapMethod

Select the primary shadow mapping method. Automatically uses 'Shadow Maps' when Forward Shading is enabled for the project as Virtual Shadow Maps are not supported.

◆ SkinCacheSceneMemoryLimitInMB

float32 SkinCacheSceneMemoryLimitInMB

Maximum amount of memory (in MB) per world/scene allowed for the Compute Skin Cache to generate output vertex data and recompute tangents.

◆ TranslucentSortAxis

FVector TranslucentSortAxis

The axis that sorting will occur along when Translucent Sort Policy is set to SortAlongAxis.

◆ TranslucentSortPolicy

ETranslucentSortPolicy TranslucentSortPolicy

The sort mode for translucent primitives, affecting how they are ordered and how they change order as the camera moves. Requires that Separate Translucency (under Postprocessing) is true.

◆ UnlimitedBonInfluencesThreshold

int UnlimitedBonInfluencesThreshold

When Unlimited Bone Influence is enabled, it still uses a fixed bone inflence buffer until the max bone influence of a mesh exceeds this value.

◆ VelocityPass

EVelocityOutputPass VelocityPass

When to write velocity buffer. Changing this setting requires restarting the editor.

◆ VertexDeformationOutputsVelocity

EVertexDeformationOutputsVelocity VertexDeformationOutputsVelocity

Enables materials with World Position Offset and/or World Displacement to output velocities during the velocity pass even when the actor has not moved. If the VelocityPass is set to 'Write after base pass' this can incur a performance cost due to additional draw calls. That performance cost is higher if many objects are using World Position Offset. A forest of trees for example.

◆ VirtualTextureFeedbackFactor

uint VirtualTextureFeedbackFactor

Lower factor will increase virtual texture feedback resolution which increases CPU/GPU overhead, but may decrease streaming latency, especially if materials use many virtual textures.

◆ VirtualTextureTileBorderSize

uint VirtualTextureTileBorderSize

Size in pixels for virtual texture tile borders, will be rounded to next power-of-2. Larger borders allow higher degree of anisotropic filtering, but uses more disk/cache memory. Changing this setting requires restarting the editor.

◆ VirtualTextureTileSize

uint VirtualTextureTileSize

Size in pixels for virtual texture tiles, will be rounded to next power-of-2. Changing this setting requires restarting the editor.

◆ VisualizeCalibrationColorMaterialPath

FSoftObjectPath VisualizeCalibrationColorMaterialPath

When the VisualizeCalibrationColor show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.

◆ VisualizeCalibrationCustomMaterialPath

FSoftObjectPath VisualizeCalibrationCustomMaterialPath

When the VisualizeCalibrationCustom show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.

◆ VisualizeCalibrationGrayscaleMaterialPath

FSoftObjectPath VisualizeCalibrationGrayscaleMaterialPath

When the VisualizeCalibrationGrayscale show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to "After Tonemapping" for proper calibration display.

◆ WhiteChromaticityCoordinate

FVector2D WhiteChromaticityCoordinate

Working color space white chromaticity coordinates.

◆ WireframeCullThreshold

float32 WireframeCullThreshold

Screen radius at which wireframe objects are culled. Larger values can improve performance when viewing a scene in wireframe.

◆ WorkingColorSpaceChoice

EWorkingColorSpace WorkingColorSpaceChoice

Choose from list of provided working color spaces, or custom to provide user-defined space.