bCompressVisibilityData

bCompressVisibilityData

#Overview

name: bCompressVisibilityData

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:106, section: [DevOptions.PrecomputedVisibility]

#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:3700

Scope (from outer to inner):

file
function     void FLightmassProcessor::ApplyPrecomputedVisibility

Source code excerpt:

		const TCHAR* ActiveSection = AggressivenessSectionNames[FMath::Clamp((int32)System.GetWorld()->GetWorldSettings()->VisibilityAggressiveness, 0, VIS_Max - 1)];
		VERIFYLIGHTMASSINI(GConfig->GetInt(ActiveSection, TEXT("VisibilitySpreadingIterations"), VisibilitySpreadingIterations, GLightmassIni));
		bool bCompressVisibilityData;
		VERIFYLIGHTMASSINI(GConfig->GetBool(TEXT("DevOptions.PrecomputedVisibility"), TEXT("bCompressVisibilityData"), bCompressVisibilityData, GLightmassIni));
		const float CellSize = System.GetWorld()->GetWorldSettings()->VisibilityCellSize;
		float PlayAreaHeight = 0;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.PrecomputedVisibility"), TEXT("PlayAreaHeight"), PlayAreaHeight, GLightmassIni));
		int32 CellBucketSize = 0;
		VERIFYLIGHTMASSINI(GConfig->GetInt(TEXT("DevOptions.PrecomputedVisibility"), TEXT("CellRenderingBucketSize"), CellBucketSize, GLightmassIni));
		int32 NumCellBuckets = 0;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:3861

Scope (from outer to inner):

file
function     void FLightmassProcessor::ApplyPrecomputedVisibility

Source code excerpt:

				{
					// Don't compress small amounts of data because FCompression::CompressMemory will fail
					if (bCompressVisibilityData && UncompressedVisibilityData.Num() > 32)
					{
						TArray<uint8> TempCompressionOutput;
						// Compressed output can be larger than the input, so we use temporary storage to hold the compressed output for now
						TempCompressionOutput.Empty(UncompressedVisibilityData.Num() * 4 / 3);
						TempCompressionOutput.AddUninitialized(UncompressedVisibilityData.Num() * 4 / 3);
						int32 CompressedSize = TempCompressionOutput.Num();