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]

#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();