r.ResetViewState
r.ResetViewState
#Overview
name: r.ResetViewState
This variable is created as a Console Variable (cvar).
- type:
Cmd
- help:
Reset some state (e.g. TemporalAA index) to make rendering more deterministic (for automated screenshot verification)
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())
{