a.SkinnedAsset.ISPC

a.SkinnedAsset.ISPC

#Overview

name: a.SkinnedAsset.ISPC

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkinnedAsset.cpp:29

Scope: file

Source code excerpt:

#else
static bool bAnim_SkinnedAsset_ISPC_Enabled = ANIM_SKINNED_ASSET_ISPC_ENABLED_DEFAULT;
static FAutoConsoleVariableRef CVarAnimSkinnedAssetISPCEnabled(TEXT("a.SkinnedAsset.ISPC"), bAnim_SkinnedAsset_ISPC_Enabled, TEXT("Whether to use ISPC optimizations on skinned assets"));
#endif

DEFINE_LOG_CATEGORY_STATIC(LogSkinnedAsset, Log, All);

#if WITH_EDITORONLY_DATA
static void AccumulateUVDensities(float* OutWeightedUVDensities, float* OutWeights, const FSkeletalMeshLODRenderData& LODData, const FSkelMeshRenderSection& Section)

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp:67

Scope: file

Source code excerpt:

	TEXT("If > 0, then schedule the skinned component ticks in a tick group before other ticks."));

// Deprecated. Please switch to ANIM_SKINNED_ASSET_ISPC_ENABLED_DEFAULT and "a.SkinnedAsset.ISPC", see SkinnedAsset.cpp.
#if !defined(ANIM_SKELETAL_MESH_ISPC_ENABLED_DEFAULT)
#define ANIM_SKELETAL_MESH_ISPC_ENABLED_DEFAULT 1
#endif

// Support run-time toggling on supported platforms in non-shipping configurations
#if !INTEL_ISPC || UE_BUILD_SHIPPING