LightMapDensityVertexMappedColor

LightMapDensityVertexMappedColor

#Overview

name: LightMapDensityVertexMappedColor

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:294, 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:1284

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** The color to render vertex mapped objects in for LightMap Density view mode. */
	UPROPERTY(globalconfig)
	FLinearColor LightMapDensityVertexMappedColor;

	/** The color to render selected objects in for LightMap Density view mode. */
	UPROPERTY(globalconfig)
	FLinearColor LightMapDensitySelectedColor;

	/** Colors used to display specific profiling stats */

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/LightMapDensityRendering.cpp:61

Scope (from outer to inner):

file
function     void SetupLightmapDensityPassUniformBuffer

Source code excerpt:

	LightmapDensityPassParameters.DensitySelectedColor = GEngine->LightMapDensitySelectedColor;

	LightmapDensityPassParameters.VertexMappedColor = GEngine->LightMapDensityVertexMappedColor;
}

TRDGUniformBufferRef<FLightmapDensityPassUniformParameters> CreateLightmapDensityPassUniformBuffer(FRDGBuilder& GraphBuilder, const FSceneTextures* SceneTextures, ERHIFeatureLevel::Type FeatureLevel)
{
	auto* UniformBufferParameters = GraphBuilder.AllocParameters<FLightmapDensityPassUniformParameters>();
	SetupLightmapDensityPassUniformBuffer(GraphBuilder, SceneTextures, FeatureLevel, *UniformBufferParameters);