r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject

r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject

#Overview

name: r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject

This variable is created as a Console Variable (cvar).

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/Renderer/Private/Lumen/LumenFrontLayerTranslucency.cpp:24

Scope: file

Source code excerpt:

// Note: Driven by URendererSettings
static TAutoConsoleVariable<int32> CVarLumenFrontLayerTranslucencyReflectionsEnabledForProject(
	TEXT("r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject"),
	0,
	TEXT("Whether to render Lumen Reflections on the frontmost layer of Translucent Surfaces.  Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections."),
	ECVF_RenderThreadSafe
);

// Whether the user setting should be respected based on the current scalability level

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SceneView.cpp:2009

Scope (from outer to inner):

file
function     void FSceneView::StartFinalPostprocessSettings

Source code excerpt:


		{
			static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject"));
			FinalPostProcessSettings.LumenFrontLayerTranslucencyReflections = CVar->GetValueOnGameThread() != 0;
		}

		FinalPostProcessSettings.DepthOfFieldUseHairDepth = GetHairStrandsDepthOfFieldUseHairDepth();
	}