landscape.Nanite.MultithreadBuild
landscape.Nanite.MultithreadBuild
#Overview
name: landscape.Nanite.MultithreadBuild
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Multithread nanite landscape build in (World Partition Maps Only)
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;