r.SkyAtmosphere.EditorNotifications

r.SkyAtmosphere.EditorNotifications

#Overview

name: r.SkyAtmosphere.EditorNotifications

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.SkyAtmosphere.EditorNotifications is to control the rendering of in-editor notifications that warn users about missing sky dome pixels on the screen. This setting is specifically related to the Sky Atmosphere rendering system in Unreal Engine 5.

This setting variable is primarily used by the Renderer module, specifically within the Sky Atmosphere rendering subsystem. It’s referenced in the SkyAtmosphereRendering.cpp file, which is part of the rendering pipeline for atmospheric effects.

The value of this variable is set as a console variable (CVar) with a default value of 1 (enabled). It can be changed at runtime through the console or configuration files.

The associated variable CVarSkyAtmosphereEditorNotifications directly interacts with r.SkyAtmosphere.EditorNotifications. They share the same value and purpose.

Developers should be aware that:

  1. This variable is intended for use in the editor environment and should not be enabled in shipping builds.
  2. It’s marked as render thread safe and scalable, meaning it can be adjusted without causing thread safety issues or affecting game scalability.

Best practices when using this variable include:

  1. Keeping it enabled during development to catch potential issues with sky dome rendering.
  2. Ensuring it’s disabled or removed for shipping builds to avoid unnecessary overhead.
  3. Using it in conjunction with other Sky Atmosphere settings for comprehensive atmospheric effect debugging.

Regarding the associated variable CVarSkyAtmosphereEditorNotifications:

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SkyAtmosphereRendering.cpp:213

Scope: file

Source code excerpt:


static TAutoConsoleVariable<int32> CVarSkyAtmosphereEditorNotifications(
	TEXT("r.SkyAtmosphere.EditorNotifications"), 1,
	TEXT("Enable the rendering of in editor notification to warn the user about missing sky dome pixels on screen. It is better to keep it enabled and will be removed when shipping.\n"),
	ECVF_RenderThreadSafe | ECVF_Scalability);

static TAutoConsoleVariable<int32> CVarSkyAtmosphereASyncCompute(
	TEXT("r.SkyAtmosphereASyncCompute"), 0,
	TEXT("SkyAtmosphere on async compute (default: false). When running on the async pipe, SkyAtmosphere lut generation will overlap with the occlusion pass.\n"),

#Associated Variable and Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SkyAtmosphereRendering.cpp:212

Scope: file

Source code excerpt:

	ECVF_RenderThreadSafe | ECVF_Scalability);

static TAutoConsoleVariable<int32> CVarSkyAtmosphereEditorNotifications(
	TEXT("r.SkyAtmosphere.EditorNotifications"), 1,
	TEXT("Enable the rendering of in editor notification to warn the user about missing sky dome pixels on screen. It is better to keep it enabled and will be removed when shipping.\n"),
	ECVF_RenderThreadSafe | ECVF_Scalability);

static TAutoConsoleVariable<int32> CVarSkyAtmosphereASyncCompute(
	TEXT("r.SkyAtmosphereASyncCompute"), 0,

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/SkyAtmosphereRendering.cpp:2041

Scope (from outer to inner):

file
function     bool FSceneRenderer::ShouldRenderSkyAtmosphereEditorNotifications

Source code excerpt:

{
#if WITH_EDITOR
	if (CVarSkyAtmosphereEditorNotifications.GetValueOnAnyThread() > 0)
	{
		bool bAnyViewHasSkyMaterial = false;
		for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
		{
			bAnyViewHasSkyMaterial |= Views[ViewIndex].bSceneHasSkyMaterial;
		}