p.SkipUpdateOverlapsOptimEnabled
p.SkipUpdateOverlapsOptimEnabled
#Overview
name: p.SkipUpdateOverlapsOptimEnabled
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
If enabled, we cache whether we need to call UpdateOverlaps on certain components
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp:3785
Scope: file
Source code excerpt:
int USceneComponent::SkipUpdateOverlapsOptimEnabled = 1;
static FAutoConsoleVariableRef CVarSkipUpdateOverlapsOptimEnabled(TEXT("p.SkipUpdateOverlapsOptimEnabled"), USceneComponent::SkipUpdateOverlapsOptimEnabled, TEXT("If enabled, we cache whether we need to call UpdateOverlaps on certain components"));
#if WITH_EDITOR
const int32 USceneComponent::GetNumUncachedStaticLightingInteractions() const
{
int32 NumUncachedStaticLighting = 0;
for (USceneComponent* ChildComponent : GetAttachChildren())
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h:272
Scope: file
Source code excerpt:
public:
/** Global flag to enable/disable overlap optimizations, settable with p.SkipUpdateOverlapsOptimEnabled cvar */
static ENGINE_API int32 SkipUpdateOverlapsOptimEnabled;
#if WITH_EDITORONLY_DATA
/** This component should create a sprite component for visualization in the editor */
UPROPERTY()
uint8 bVisualizeComponent : 1;