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]
- INI Section:
DevOptions.StaticLightingMediumQuality
- Raw value:
2
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:245, section: [DevOptions.StaticLightingHighQuality]
- INI Section:
DevOptions.StaticLightingHighQuality
- Raw value:
4
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:265, section: [DevOptions.StaticLightingProductionQuality]
- INI Section:
DevOptions.StaticLightingProductionQuality
- Raw value:
8
- Is Array:
False
#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;