NumShadowRaysScale

NumShadowRaysScale

#Overview

name: NumShadowRaysScale

The value of this variable can be defined or overridden in .ini config files. 3 .ini config files referencing this setting variable.

It is referenced in 1 C++ source file.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseLightmass.ini:225, section: [DevOptions.StaticLightingMediumQuality]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:245, section: [DevOptions.StaticLightingHighQuality]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:265, section: [DevOptions.StaticLightingProductionQuality]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:2426

Scope (from outer to inner):

file
function     void FLightmassExporter::WriteSceneSettings

Source code excerpt:

			TEXT("DevOptions.StaticLightingProductionQuality")};

		float NumShadowRaysScale;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("NumShadowRaysScale"), NumShadowRaysScale, GLightmassIni));
		Scene.ShadowSettings.NumShadowRays = FMath::TruncToInt(Scene.ShadowSettings.NumShadowRays * NumShadowRaysScale);

		float NumPenumbraShadowRaysScale;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("NumPenumbraShadowRaysScale"), NumPenumbraShadowRaysScale, GLightmassIni));
		Scene.ShadowSettings.NumPenumbraShadowRays = FMath::TruncToInt(Scene.ShadowSettings.NumPenumbraShadowRays * NumPenumbraShadowRaysScale);

		float ApproximateHighResTexelsPerMaxTransitionDistanceScale;