landscape.Nanite.MultithreadBuild

landscape.Nanite.MultithreadBuild

#Overview

name: landscape.Nanite.MultithreadBuild

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:971

Scope: file

Source code excerpt:

int32 LandscapeMultithreadNaniteBuild = 1;
static FAutoConsoleVariableRef CVarLandscapeMultithreadNaniteBuild(
	TEXT("landscape.Nanite.MultithreadBuild"),
	LandscapeMultithreadNaniteBuild,
	TEXT("Multithread nanite landscape build in (World Partition Maps Only)"));

int32 LandscapeMaxSimultaneousMultithreadNaniteBuilds = -1;
static FAutoConsoleVariableRef CVarLandscapeMaxSimultaneousMultithreadNaniteBuilds(
	TEXT("landscape.Nanite.MaxSimultaneousMultithreadBuilds"),

#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;