LightComplexityColors

LightComplexityColors

#Overview

name: LightComplexityColors

The value of this variable can be defined or overridden in .ini config files. 11 .ini config files referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:223, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:224, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:225, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:226, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:227, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:228, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:229, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:230, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:231, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:232, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:233, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1200

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** The colors used to render light complexity. */
	UPROPERTY(globalconfig)
	TArray<FLinearColor> LightComplexityColors;

	/** The colors used to render stationary light overlap. */
	UPROPERTY(globalconfig)
	TArray<FLinearColor> StationaryLightOverlapColors;

	/** The colors used to render LOD coloration. */

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp:1403

Scope (from outer to inner):

file
function     void AddPostProcessingPasses

Source code excerpt:


		// 0.1f comes from the values used in LightAccumulator_GetResult
		const float ComplexityScale = 1.0f / (float)(GEngine->LightComplexityColors.Num() - 1) / 0.1f;

		FVisualizeComplexityInputs PassInputs;
		PassSequence.AcceptOverrideIfLastPass(EPass::VisualizeLightCulling, PassInputs.OverrideOutput);
		PassInputs.SceneColor = OriginalSceneColor;
		PassInputs.Colors = GEngine->LightComplexityColors;
		PassInputs.ColorSamplingMethod = FVisualizeComplexityInputs::EColorSamplingMethod::Linear;
		PassInputs.ComplexityScale = ComplexityScale;
		PassInputs.bDrawLegend = true;

		SceneColor = AddVisualizeComplexityPass(GraphBuilder, View, PassInputs);
	}