r.MinYResolutionFor3DView

r.MinYResolutionFor3DView

#Overview

name: r.MinYResolutionFor3DView

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

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of r.MinYResolutionFor3DView is to define the smallest vertical resolution (Y resolution) that the 3D view in Unreal Engine will support. This setting is primarily related to the rendering system and user interface scaling.

This setting variable is used in the Engine module, specifically within the KismetSystemLibrary. Based on the callsites, it’s clear that this variable is part of the core engine functionality rather than a specific plugin or subsystem.

The value of this variable is set through a console variable (CVar) system. It’s initialized with a default value of 360 pixels, but can be changed at runtime through console commands or configuration files.

The associated variable CVarMinYResolutionFor3DView interacts directly with r.MinYResolutionFor3DView. They share the same value and purpose. CVarMinYResolutionFor3DView is the actual TAutoConsoleVariable object that holds and manages the value.

Developers must be aware that this variable affects the minimum vertical resolution for the 3D view. It’s important to consider this when designing user interfaces or planning for different display resolutions. The value is clamped between 200 and 8192 pixels, so any attempt to set it outside this range will be automatically adjusted.

Best practices when using this variable include:

  1. Consider the target platforms and their typical display resolutions when adjusting this value.
  2. Test the UI and 3D view rendering at various resolutions, including the minimum set by this variable.
  3. Use the GetMinYResolutionFor3DView() function from UKismetSystemLibrary when needing to access this value in code, as it ensures the value is properly clamped.

Regarding the associated variable CVarMinYResolutionFor3DView:

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp:2721

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarMinYResolutionFor3DView(
	TEXT("r.MinYResolutionFor3DView"),
	360,
	TEXT("Defines the smallest Y resolution we want to support in the 3D view"),
	ECVF_RenderThreadSafe
	);

int32 UKismetSystemLibrary::GetMinYResolutionForUI()

#Associated Variable and Callsites

This variable is associated with another variable named CVarMinYResolutionFor3DView. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp:2720

Scope: file

Source code excerpt:

	);

static TAutoConsoleVariable<int32> CVarMinYResolutionFor3DView(
	TEXT("r.MinYResolutionFor3DView"),
	360,
	TEXT("Defines the smallest Y resolution we want to support in the 3D view"),
	ECVF_RenderThreadSafe
	);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp:2736

Scope (from outer to inner):

file
function     int32 UKismetSystemLibrary::GetMinYResolutionFor3DView

Source code excerpt:

int32 UKismetSystemLibrary::GetMinYResolutionFor3DView()
{
	int32 Value = FMath::Clamp(CVarMinYResolutionFor3DView.GetValueOnGameThread(), 200, 8 * 1024);

	return Value;
}

void UKismetSystemLibrary::LaunchURL(const FString& URL)
{