au.3dVisualize.Attenuation

au.3dVisualize.Attenuation

#Overview

name: au.3dVisualize.Attenuation

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/AudioDebug.cpp:705

Scope: file

Source code excerpt:

static bool bAttenuationVisualizeEnabledCVar = false;
FAutoConsoleCommandWithWorldAndArgs CVarAudioVisualizeAttenuation(
	TEXT("au.3dVisualize.Attenuation"),
	TEXT("Whether or not attenuation spheres are visible when 3d visualize is enabled. \n")
	TEXT("0: Not Enabled, 1: Enabled"),
	FConsoleCommandWithWorldAndArgsDelegate::CreateStatic([](const TArray<FString>& Args, UWorld* InWorld)
	{
		if (Args.Num() <= 0)
		{

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Sound/SoundBase.h:95

Scope (from outer to inner):

file
class        class USoundBase : public UObject, public IInterface_AssetUserData

Source code excerpt:

	TObjectPtr<USoundClass> SoundClassObject;

	/** When "au.3dVisualize.Attenuation" has been specified, draw this sound's attenuation shape when the sound is audible. For debugging purposes only. */
	UPROPERTY(EditAnywhere, Category = Developer, meta = (DisplayName = "Enable Attenuation Debug"))
	uint8 bDebug : 1;

	/** Whether or not to override the sound concurrency object with local concurrency settings. */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Voice Management|Concurrency")
	uint8 bOverrideConcurrency : 1;