LightingTexelDensityName
LightingTexelDensityName
#Overview
name: LightingTexelDensityName
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file 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:174, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineDebugMaterials/MAT_LevelColorationLitLightmapUV.MAT_LevelColorationLitLightmapUV
- Is Array:
False
#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:990
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the material used for visualizing lighting only w/ lightmap texel density. */
UPROPERTY(globalconfig)
FString LightingTexelDensityName;
/** Material used for visualizing level membership in lit view port modes. Uses shading to show axis directions. */
UPROPERTY()
TObjectPtr<class UMaterial> ShadedLevelColorationLitMaterial;
/** Path of the material used for visualizing level membership in lit view port modes. Uses shading to show axis directions. */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3084
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
LoadSpecialMaterial(TEXT("LevelColorationLitMaterialName"), LevelColorationLitMaterialName, LevelColorationLitMaterial, true);
LoadSpecialMaterial(TEXT("LevelColorationUnlitMaterialName"), LevelColorationUnlitMaterialName, LevelColorationUnlitMaterial, true);
LoadSpecialMaterial(TEXT("LightingTexelDensityName"), LightingTexelDensityName, LightingTexelDensityMaterial, false);
LoadSpecialMaterial(TEXT("ShadedLevelColorationLitMaterialName"), ShadedLevelColorationLitMaterialName, ShadedLevelColorationLitMaterial, true);
LoadSpecialMaterial(TEXT("ShadedLevelColorationUnlitMaterialName"), ShadedLevelColorationUnlitMaterialName, ShadedLevelColorationUnlitMaterial, true);
LoadSpecialMaterial(TEXT("VertexColorMaterialName"), VertexColorMaterialName, VertexColorMaterial, false);
LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_ColorOnly"), VertexColorViewModeMaterialName_ColorOnly, VertexColorViewModeMaterial_ColorOnly, false);
LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_AlphaAsColor"), VertexColorViewModeMaterialName_AlphaAsColor, VertexColorViewModeMaterial_AlphaAsColor, false);
LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_RedOnly"), VertexColorViewModeMaterialName_RedOnly, VertexColorViewModeMaterial_RedOnly, false);