r.ResetViewState

r.ResetViewState

#Overview

name: r.ResetViewState

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/Core/Private/HAL/ConsoleManager.cpp:3358

Scope (from outer to inner):

file
function     void CreateConsoleVariables

Source code excerpt:

	IConsoleManager::Get().RegisterConsoleCommand(TEXT("DumpUnbuiltLightInteractions"),	TEXT("Logs all lights and primitives that have an unbuilt interaction."), ECVF_Cheat);
	IConsoleManager::Get().RegisterConsoleCommand(TEXT("Stat MapBuildData"),	TEXT(""), ECVF_Cheat);
	IConsoleManager::Get().RegisterConsoleCommand(TEXT("r.ResetViewState"), TEXT("Reset some state (e.g. TemporalAA index) to make rendering more deterministic (for automated screenshot verification)"), ECVF_Cheat);
	IConsoleManager::Get().RegisterConsoleCommand(TEXT("r.RHI.Name"),		TEXT("Show current RHI's name"), ECVF_Cheat);
	IConsoleManager::Get().RegisterConsoleCommand(TEXT("r.ResetRenderTargetsExtent"), TEXT("To reset internal render target extents"), ECVF_Cheat);
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)

#if WITH_DUMPGPU
	IConsoleManager::Get().RegisterConsoleCommand(TEXT("DumpGPU"), TEXT("Dump one frame of rendering intermediary resources to disk."), ECVF_Cheat);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/LocalPlayer.cpp:1511

Scope (from outer to inner):

file
function     bool ULocalPlayer::Exec

Source code excerpt:

		return true;
	}
	else if (FParse::Command(&Cmd, TEXT("r.ResetViewState")))
	{
		// Reset states (e.g. TemporalAA index) to make rendering more deterministic (for automated screenshot verification)
		for (auto& State : ViewStates)
		{
			if (FSceneViewStateInterface* Ref = State.GetReference())
			{