LightMapDensitySelectedColor
LightMapDensitySelectedColor
#Overview
name: LightMapDensitySelectedColor
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:295, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
(R=1.0,G=0.2,B=1.0,A=1.0)
- 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:1288
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** The color to render selected objects in for LightMap Density view mode. */
UPROPERTY(globalconfig)
FLinearColor LightMapDensitySelectedColor;
/** Colors used to display specific profiling stats */
UPROPERTY(globalconfig)
TArray<struct FStatColorMapping> StatColorMappings;
#if WITH_EDITORONLY_DATA
#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/LightMapDensityRendering.cpp:59
Scope (from outer to inner):
file
function void SetupLightmapDensityPassUniformBuffer
Source code excerpt:
GEngine->MaxLightMapDensity * GEngine->MaxLightMapDensity);
LightmapDensityPassParameters.DensitySelectedColor = GEngine->LightMapDensitySelectedColor;
LightmapDensityPassParameters.VertexMappedColor = GEngine->LightMapDensityVertexMappedColor;
}
TRDGUniformBufferRef<FLightmapDensityPassUniformParameters> CreateLightmapDensityPassUniformBuffer(FRDGBuilder& GraphBuilder, const FSceneTextures* SceneTextures, ERHIFeatureLevel::Type FeatureLevel)
{