LightMapDensityTextureName
LightMapDensityTextureName
#Overview
name: LightMapDensityTextureName
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:170, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/DefaultWhiteGrid.DefaultWhiteGrid
- 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:1417
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the texture used to display LightMapDensity */
UPROPERTY(globalconfig)
FSoftObjectPath LightMapDensityTextureName;
// Variables.
/** Engine loop, used for callbacks from the engine module into launch. */
class IEngineLoop* EngineLoop;
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3183
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
LoadEngineTexture(WeightMapPlaceholderTexture, *WeightMapPlaceholderTextureName.ToString());
LoadEngineTexture(WeightMapArrayPlaceholderTexture, *WeightMapArrayPlaceholderTextureName.ToString());
LoadEngineTexture(LightMapDensityTexture, *LightMapDensityTextureName.ToString());
ConditionallyLoadPreIntegratedSkinBRDFTexture();
#if WITH_EDITOR
// Avoid breaking some engine textures that might be cached very early (i.e. BlueNoise)
FTextureCompilingManager::Get().FinishAllCompilation();
#endif