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]

#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();