landscape.Nanite.MaxSimultaneousMultithreadBuilds

landscape.Nanite.MaxSimultaneousMultithreadBuilds

#Overview

name: landscape.Nanite.MaxSimultaneousMultithreadBuilds

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Landscape/Private/LandscapeSubsystem.cpp:977

Scope: file

Source code excerpt:

int32 LandscapeMaxSimultaneousMultithreadNaniteBuilds = -1;
static FAutoConsoleVariableRef CVarLandscapeMaxSimultaneousMultithreadNaniteBuilds(
	TEXT("landscape.Nanite.MaxSimultaneousMultithreadBuilds"),
	LandscapeMaxSimultaneousMultithreadNaniteBuilds,
	TEXT("Max number of simultaneous Nanite static mesh tasks (-1 = unlimited )"));

bool ULandscapeSubsystem::IsMultithreadedNaniteBuildEnabled()
{
	return LandscapeMultithreadNaniteBuild > 0;

#Loc: <Workspace>/Engine/Source/Runtime/Landscape/Public/LandscapeSubsystem.h:149

Scope: file

Source code excerpt:

	void DecNaniteBuild();

	// Wait unit we're able to continue a landscape export task (Max concurrent nanite mesh builds is defined by  landscape.Nanite.MaxSimultaneousMultithreadBuilds and landscape.Nanite.MultithreadBuild CVars)
	void WaitLaunchNaniteBuild(); 
#endif // WITH_EDITOR

private:
	LANDSCAPE_API void ForEachLandscapeInfo(TFunctionRef<bool(ULandscapeInfo*)> ForEachLandscapeInfoFunc) const;