ApproximateHighResTexelsPerMaxTransitionDistanceScale

ApproximateHighResTexelsPerMaxTransitionDistanceScale

#Overview

name: ApproximateHighResTexelsPerMaxTransitionDistanceScale

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:227, section: [DevOptions.StaticLightingMediumQuality]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:247, section: [DevOptions.StaticLightingHighQuality]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:267, section: [DevOptions.StaticLightingProductionQuality]

#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:2434

Scope (from outer to inner):

file
function     void FLightmassExporter::WriteSceneSettings

Source code excerpt:

		Scene.ShadowSettings.NumPenumbraShadowRays = FMath::TruncToInt(Scene.ShadowSettings.NumPenumbraShadowRays * NumPenumbraShadowRaysScale);

		float ApproximateHighResTexelsPerMaxTransitionDistanceScale;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("ApproximateHighResTexelsPerMaxTransitionDistanceScale"), ApproximateHighResTexelsPerMaxTransitionDistanceScale, GLightmassIni));
		Scene.ShadowSettings.ApproximateHighResTexelsPerMaxTransitionDistance = FMath::TruncToInt(Scene.ShadowSettings.ApproximateHighResTexelsPerMaxTransitionDistance * ApproximateHighResTexelsPerMaxTransitionDistanceScale);

		VERIFYLIGHTMASSINI(GConfig->GetInt(QualitySectionNames[QualityLevel], TEXT("MinDistanceFieldUpsampleFactor"), Scene.ShadowSettings.MinDistanceFieldUpsampleFactor, GLightmassIni));

		float NumHemisphereSamplesScale;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("NumHemisphereSamplesScale"), NumHemisphereSamplesScale, GLightmassIni));
		Scene.ImportanceTracingSettings.NumHemisphereSamples = FMath::TruncToInt(Scene.ImportanceTracingSettings.NumHemisphereSamples * NumHemisphereSamplesScale);