ai.nav.NavmeshUseOodleCompression
ai.nav.NavmeshUseOodleCompression
#Overview
name: ai.nav.NavmeshUseOodleCompression
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Use Oodle for run-time tile cache compression/decompression. Optimized for size in editor, optimized for speed in standalone.
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);