AdaptiveFirstBouncePhotonConeAngleScale
AdaptiveFirstBouncePhotonConeAngleScale
#Overview
name: AdaptiveFirstBouncePhotonConeAngleScale
The value of this variable can be defined or overridden in .ini config files. 3
.ini config files referencing this setting variable.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseLightmass.ini:241, section: [DevOptions.StaticLightingMediumQuality]
- INI Section:
DevOptions.StaticLightingMediumQuality
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:261, section: [DevOptions.StaticLightingHighQuality]
- INI Section:
DevOptions.StaticLightingHighQuality
- Raw value:
2
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:284, section: [DevOptions.StaticLightingProductionQuality]
- INI Section:
DevOptions.StaticLightingProductionQuality
- Raw value:
2.5
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:2488
Scope (from outer to inner):
file
function void FLightmassExporter::WriteSceneSettings
Source code excerpt:
Scene.ImportanceTracingSettings.AdaptiveBrightnessThreshold = Scene.ImportanceTracingSettings.AdaptiveBrightnessThreshold * AdaptiveBrightnessThresholdScale;
float AdaptiveFirstBouncePhotonConeAngleScale;
VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("AdaptiveFirstBouncePhotonConeAngleScale"), AdaptiveFirstBouncePhotonConeAngleScale, GLightmassIni));
Scene.ImportanceTracingSettings.AdaptiveFirstBouncePhotonConeAngle = Scene.ImportanceTracingSettings.AdaptiveFirstBouncePhotonConeAngle * AdaptiveFirstBouncePhotonConeAngleScale;
float AdaptiveSkyVarianceThresholdScale;
VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("AdaptiveSkyVarianceThresholdScale"), AdaptiveSkyVarianceThresholdScale, GLightmassIni));
Scene.ImportanceTracingSettings.AdaptiveSkyVarianceThreshold = Scene.ImportanceTracingSettings.AdaptiveSkyVarianceThreshold * AdaptiveSkyVarianceThresholdScale;
}
}