AutomaticImportanceVolumeExpandBy
AutomaticImportanceVolumeExpandBy
#Overview
name: AutomaticImportanceVolumeExpandBy
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseLightmass.ini:48, section: [DevOptions.StaticLightingSceneConstants]
- INI Section:
DevOptions.StaticLightingSceneConstants
- Raw value:
500
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Experimental/GPULightmass/Source/GPULightmass/Private/Scene/Scene.cpp:185
Scope (from outer to inner):
file
namespace GPULightmass
function void FScene::GatherImportanceVolumes
Source code excerpt:
UE_LOG(LogGPULightmass, Warning, TEXT("No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes."));
float AutomaticImportanceVolumeExpandBy = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("AutomaticImportanceVolumeExpandBy"), AutomaticImportanceVolumeExpandBy, GLightmassIni));
// Expand the scene's bounds a bit to make sure volume lighting samples placed on surfaces are inside
ReasonableSceneBounds = ReasonableSceneBounds.ExpandBy(AutomaticImportanceVolumeExpandBy);
}
CombinedImportanceVolume = ReasonableSceneBounds;
ImportanceVolumes.Add(ReasonableSceneBounds);
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/StaticLightingSystem/StaticLightingSystem.cpp:2149
Scope (from outer to inner):
file
function void FStaticLightingSystem::GatherScene
Source code excerpt:
UE_LOG(LogStaticLightingSystem, Warning, TEXT("No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes."));
float AutomaticImportanceVolumeExpandBy = 0.0f;
verify(GConfig->GetFloat(TEXT("DevOptions.StaticLightingSceneConstants"), TEXT("AutomaticImportanceVolumeExpandBy"), AutomaticImportanceVolumeExpandBy, GLightmassIni));
// Expand the scene's bounds a bit to make sure volume lighting samples placed on surfaces are inside
ReasonableSceneBounds = ReasonableSceneBounds.ExpandBy(AutomaticImportanceVolumeExpandBy);
}
LightmassExporter->AddImportanceVolumeBoundingBox(ReasonableSceneBounds);
}
const int32 NumMeshesAndMappings = Meshes.Num() + Mappings.Num();