r.SkyAtmosphere.EditorNotifications
r.SkyAtmosphere.EditorNotifications
#Overview
name: r.SkyAtmosphere.EditorNotifications
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
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
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:
- This variable is intended for use in the editor environment and should not be enabled in shipping builds.
- 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:
- Keeping it enabled during development to catch potential issues with sky dome rendering.
- Ensuring it’s disabled or removed for shipping builds to avoid unnecessary overhead.
- Using it in conjunction with other Sky Atmosphere settings for comprehensive atmospheric effect debugging.
Regarding the associated variable CVarSkyAtmosphereEditorNotifications:
- It serves the same purpose as r.SkyAtmosphere.EditorNotifications.
- It’s used internally in the code to check whether the notifications should be rendered.
- The ShouldRenderSkyAtmosphereEditorNotifications() function uses this variable to determine if editor notifications should be displayed.
- Developers should treat this variable the same way as r.SkyAtmosphere.EditorNotifications, as they are effectively the same setting.
#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;
}