landscape.Nanite.MaxSimultaneousMultithreadBuilds
landscape.Nanite.MaxSimultaneousMultithreadBuilds
#Overview
name: landscape.Nanite.MaxSimultaneousMultithreadBuilds
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Max number of simultaneous Nanite static mesh tasks (-1 = unlimited )
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;