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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Rendering settings.
| 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 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 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 SetbCompositeHeterogeneousVolumesWithTranslucency | ( | bool | Value | ) |
Enable compositing with heterogeneous volumes when rendering translucency.
| 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 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 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 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 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 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 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 SetbDeferredLightingUsesLightFunctionAtlas | ( | bool | Value | ) |
Enable support for light function on deferred lighting (multi-pass and clustered), when the light function atlas is enabled.
| 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 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 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 SetbEnableHeterogeneousVolumes | ( | bool | Value | ) |
Enable rendering with the heterogeneous volumes subsystem.
| void SetbEnablePathTracing | ( | bool | Value | ) |
Enables the Path Tracing renderer. This enables additional material permutations. Requires Hardware Ray Tracing to be 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 SetbEnableSubstrate | ( | bool | Value | ) |
Enable Substrate materials (Experimental).
| 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 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 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 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 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 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 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 SetbMaterialEnergyConservation | ( | bool | Value | ) |
Enable Energy Conservation on Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.
| void SetbMaterialRoughDiffuse | ( | bool | Value | ) |
Enable Rough Diffuse Material. Please note that when Substrate is enabled, energy conservation is forced to ENABLED.
| void SetbMeshStreaming | ( | bool | Value | ) |
When enabled mesh LODs will stream in based on what is visible on screen.
| 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 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 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 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 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 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 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 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 SetbMobileMultiView | ( | bool | Value | ) |
Enable single-pass stereoscopic rendering on mobile platforms.
| 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 SetbMobileSupportDeferredOnOpenGL | ( | bool | Value | ) |
Whether to allow Deferred Shading on OpenGL, requires the DXC shader compiler and Mobile Shading set to deferred.
| 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 SetbMobileSupportsGen4TAA | ( | bool | Value | ) |
Support desktop Gen4 TAA with mobile rendering. Changing this setting requires restarting the editor.
| 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 SetbMultiView | ( | bool | Value | ) |
Enable single-pass stereoscopic rendering through view instancing or draw call instancing.
| void SetbNanite | ( | bool | Value | ) |
Whether to enable Nanite rendering.
| void SetbNvidiaAftermathEnabled | ( | bool | Value | ) |
Enables vendor specific GPU crash analysis tools.
| void SetbOcclusionCulling | ( | bool | Value | ) |
Allows occluded meshes to be culled and not rendered.
| void SetbOrderedIndependentTransparencyEnable | ( | bool | Value | ) |
Enable support for Order-Independent-Transparency on translucent surfaces, which remove most of the sorting artifact among translucent surfaces.
| 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 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 SetbRoundRobinOcclusion | ( | bool | Value | ) |
Enable round-robin scheduling of occlusion queries for VR.
| void SetbSelectiveBasePassOutputs | ( | bool | Value | ) |
Enables not exporting to the GBuffer rendertargets that are not relevant. 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 SetbShouldHeterogeneousVolumesCastShadows | ( | bool | Value | ) |
Enable heterogeneous volumes to cast shadows onto the environment.
| void SetbSingleLayerWaterUsesLightFunctionAtlas | ( | bool | Value | ) |
Enable support for light function on Single Layer Water when the light function atlas is enabled.
| void SetbSkipCompilingGPUSkinVF | ( | bool | Value | ) |
Cannot be enabled while the skin cache is turned off.
| 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 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 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 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 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 SetbSupportIESProfileOnTranslucent | ( | bool | Value | ) |
Enable IES profile evaluation on translucent materials when using the Forward Shading mode.
| 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 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 SetbSupportRectLightOnTranslucent | ( | bool | Value | ) |
Enable rect light evaluation on translucent materials when using the Forward Shading mode.
| 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 SetbSupportSkinCacheShaders | ( | bool | Value | ) |
Cannot be disabled while Ray Tracing is enabled as it is then required.
| 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 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 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 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 SetbTemporalUpsampling | ( | bool | Value | ) |
Whether to do primary screen percentage upscale with Temporal AA pass or not.
| void SetbTextureStreaming | ( | bool | Value | ) |
When enabled textures will stream in based on what is visible on screen.
| void SetbTranslucentUsesLightFunctionAtlas | ( | bool | Value | ) |
Enable support for light function on Translucent material using Forward Shading mode, when the light function atlas is enabled.
| 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 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 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 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 SetbUseNormalMapsForStaticLighting | ( | bool | Value | ) |
Whether to allow any static lighting to use normal maps for lighting computations.
| void SetbUseUnlimitedBoneInfluences | ( | bool | Value | ) |
If enabled, a new mesh imported will use unlimited bone buffer instead of fixed MaxBoneInfluences for rendering.
| 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 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 SetbVirtualTexturedLightmaps | ( | bool | Value | ) |
When enabled, lightmaps will 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 SetbVirtualTextures | ( | bool | Value | ) |
When enabled, Textures can be streamed using the virtual texture system. Changing this setting requires restarting the editor.
| void SetbVolumetricFogUsesLightFunctionAtlas | ( | bool | Value | ) |
Enable support for light function on volumetric fog, when the light function atlas is enabled.
| 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 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 SetSubstrateDebugAdvancedVisualizationShaders | ( | bool | Value | ) |
Enable advanced Substrate material debug visualization shaders. Base pass shaders can output such advanced data.
| void SetSubstrateOpaqueMaterialRoughRefraction | ( | bool | Value | ) |
Enable Substrate opaque material rough refractions effect from top layers over layers below.
|
static |
| FPerPlatformBool bDiscardSkeletalMeshOptionalLODs |
Whether to discard skeletal mesh LODs below minimum LOD levels at cook time.
| 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.
| FVector2D BlueChromaticityCoordinate |
Working color space blue chromaticity coordinates.
| FPerPlatformBool bStreamSkeletalMeshLODs |
Whether to stream skeletal mesh LODs by default.
| EClearSceneOptions ClearSceneMethod |
Select how the g-buffer is cleared in game mode (only affects deferred shading).
| 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.
| EDefaultBackBufferPixelFormat DefaultBackBufferPixelFormat |
Pixel format used for back buffer, when not specified.
| 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.
| EAntiAliasingMethod DefaultFeatureAntiAliasing |
Selects the anti-aliasing method to use.
| EAutoExposureMethodUI DefaultFeatureAutoExposure |
The default method for AutoExposure(postprocess volume/camera/game setting can still override and enable or disable it independently).
| float32 DefaultFeatureAutoExposureBias |
Default Value for auto exposure bias.
| float32 DefaultFeatureLocalExposureHighlightContrast |
Default Value for Local Exposure Highlight Contrast.
| float32 DefaultFeatureLocalExposureShadowContrast |
Default Value for Local Exposure Shadow Contrast.
| ELightUnits DefaultLightUnits |
Which units to use for newly placed point, spot and rect lights.
| float32 DefaultManualScreenPercentage |
| EScreenPercentageMode DefaultScreenPercentageDesktopMode |
| EScreenPercentageMode DefaultScreenPercentageMobileMode |
| EScreenPercentageMode DefaultScreenPercentagePathTracerMode |
| EScreenPercentageMode DefaultScreenPercentageVRMode |
| 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.
| 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.
| EDynamicGlobalIlluminationMethod DynamicGlobalIllumination |
Dynamic Global Illumination Method.
| EEarlyZPass EarlyZPass |
Whether to use a depth only pass to initialize Z culling for the base pass.
| 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.
| 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.
| 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.
| FVector2D GreenChromaticityCoordinate |
Working color space green chromaticity coordinates.
| ELightFunctionAtlasPixelFormat LightFunctionAtlasPixelFormat |
Select the format of the light function atlas texture.
| 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.
| ELumenSoftwareTracingMode LumenSoftwareTracingMode |
Controls which tracing method Lumen uses when using Software Ray Tracing.
| 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.
| 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.
| 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.
| EMobileAntiAliasingMethod MobileAntiAliasing |
The mobile default anti-aliasing method.
| EMobileFloatPrecisionMode MobileFloatPrecisionMode |
Project wide mobile float precision mode for shaders and materials. Changing this setting requires restarting the editor.
| EMobileLocalLightSetting MobileLocalLightSetting |
Select which Local Light Setting to use for Mobile. Changing this setting requires restarting the editor.
| 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.
| EMobileShadingPath MobileShadingPath |
The shading path to use on mobile platforms. Changing this setting requires restarting the editor. Mobile HDR is required for Deferred Shading.
| 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].
| ECompositingSampleCount MSAASampleCount |
Default number of samples for MSAA.
| FVector2D RedChromaticityCoordinate |
Working color space red chromaticity coordinates.
| 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.
| EReflectionMethod Reflections |
Reflection Method.
| 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.
| 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.
| 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.
| 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.
| EVelocityOutputPass VelocityPass |
When to write velocity buffer. Changing this setting requires restarting the editor.
| 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.
| 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 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.
| uint VirtualTextureTileSize |
Size in pixels for virtual texture tiles, will be rounded to next power-of-2. Changing this setting requires restarting the editor.
| 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.
| FVector2D WhiteChromaticityCoordinate |
Working color space white chromaticity coordinates.
| float32 WireframeCullThreshold |
Screen radius at which wireframe objects are culled. Larger values can improve performance when viewing a scene in wireframe.
| EWorkingColorSpace WorkingColorSpaceChoice |
Choose from list of provided working color spaces, or custom to provide user-defined space.