ai.nav.NavmeshUseOodleCompression

ai.nav.NavmeshUseOodleCompression

#Overview

name: ai.nav.NavmeshUseOodleCompression

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

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/RecastNavMeshGenerator.cpp:73

Scope: file

Source code excerpt:

// Hotfixing this flag without rebuilding the data will cause decompression errors, equivalent to not having prebuilt navmesh data at all.
static bool GNavmeshUseOodleCompression = true;
static FAutoConsoleVariableRef NavmeshVarOodleCompression(TEXT("ai.nav.NavmeshUseOodleCompression"), GNavmeshUseOodleCompression, TEXT("Use Oodle for run-time tile cache compression/decompression. Optimized for size in editor, optimized for speed in standalone."), ECVF_Default);

namespace UE::NavMesh::Private
{
	static float RecentlyBuildTileDisplayTime = 0.2f;
	static FAutoConsoleVariableRef CVarRecentlyBuildTileDisplayTime(TEXT("ai.nav.RecentlyBuildTileDisplayTime"), RecentlyBuildTileDisplayTime, TEXT("Time (in seconds) to display tiles that have recently been built."), ECVF_Default);