Module |
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Header |
/Engine/Source/Runtime/Engine/Public/UnrealEngine.h |
Include |
#include "UnrealEngine.h" |
struct FCachedSystemScalabilityCVars
Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. read by rendering thread[s], written by main thread, uses FlushRenderingCommands() to avoid conflict
Name | Description | ||
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bInitialized |
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CookOutUnusedDetailModeComponents |
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DetailMode |
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FieldOfViewAffectsHLOD |
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float |
FieldOfViewMaxAngle |
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float |
FieldOfViewMaxAngleScale |
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float |
FieldOfViewMinAngle |
Scaling view distance with active camera field of view. |
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float |
FieldOfViewMinAngleScale |
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MaterialQualityLevel |
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MaxAnisotropy |
This isn't public as it's only used to detect the change. Use ComputeAnisotropyRT() |
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MaxCSMShadowResolution |
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MaxShadowResolution |
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float |
StaticMeshLODDistanceScale |
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float |
ViewDistanceScale |
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float |
ViewDistanceScaleSquared |
Name | Description | |
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FCachedSystemScalabilityCVars() |
Name | Description | ||
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float |
CalculateFieldOfViewDistanceScale ( |
Name | Description | ||
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operator== ( |