bUseFilteredCubemapForSkylight
bUseFilteredCubemapForSkylight
#Overview
name: bUseFilteredCubemapForSkylight
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:36, 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/Lightmass/Lightmass.cpp:1199
Scope (from outer to inner):
file
function void FLightmassExporter::WriteLights
Source code excerpt:
Light->CaptureEmissiveRadianceEnvironmentCubeMap(SkyData.IrradianceEnvironmentMap, RadianceMap);
VERIFYLIGHTMASSINI(GConfig->GetBool(TEXT("DevOptions.StaticLighting"), TEXT("bUseFilteredCubemapForSkylight"), SkyData.bUseFilteredCubemap, GLightmassIni));
SkyData.RadianceEnvironmentMapDataSize = RadianceMap.Num();
Swarm.WriteChannel( Channel, &LightData, sizeof(LightData) );
Swarm.WriteChannel( Channel, LightProfileTextureData.GetData(), LightProfileTextureData.Num() * LightProfileTextureData.GetTypeSize() );
Swarm.WriteChannel( Channel, &SkyData, sizeof(SkyData) );
Swarm.WriteChannel( Channel, RadianceMap.GetData(), RadianceMap.Num() * RadianceMap.GetTypeSize() );
UpdateExportProgress();