bUseBilinearFilterLightmaps
bUseBilinearFilterLightmaps
#Overview
name: bUseBilinearFilterLightmaps
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 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseLightmass.ini:17, section: [DevOptions.StaticLighting]
- INI Section:
DevOptions.StaticLighting
- Raw value:
True
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/StaticLightingSystem/StaticLightingSystem.cpp:663
Scope (from outer to inner):
file
function bool FStaticLightingSystem::BeginLightmassProcess
Source code excerpt:
FConfigContext::ForceReloadIntoGConfig().Load(TEXT("Lightmass"), GLightmassIni);
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bUseBilinearFilterLightmaps"), GUseBilinearLightmaps, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bAllowCropping"), GAllowLightmapCropping, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bRebuildDirtyGeometryForLighting"), bRebuildDirtyGeometryForLighting, GLightmassIni));
verify(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bCompressLightmaps"), GCompressLightmaps, GLightmassIni));
GCompressLightmaps = GCompressLightmaps && World->GetWorldSettings()->LightmassSettings.bCompressLightmaps;