StationaryLightOverlapColors

StationaryLightOverlapColors

#Overview

name: StationaryLightOverlapColors

The value of this variable can be defined or overridden in .ini config files. 9 .ini config files referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:234, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:235, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:236, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:237, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:238, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:239, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:240, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:241, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/BaseEngine.ini:242, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1204

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** The colors used to render stationary light overlap. */
	UPROPERTY(globalconfig)
	TArray<FLinearColor> StationaryLightOverlapColors;

	/** The colors used to render LOD coloration. */
	UPROPERTY(globalconfig)
	TArray<FLinearColor> LODColorationColors;

	/** The colors used to render LOD coloration. */

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp:1391

Scope (from outer to inner):

file
function     void AddPostProcessingPasses

Source code excerpt:

		PassSequence.AcceptOverrideIfLastPass(EPass::VisualizeStationaryLightOverlap, PassInputs.OverrideOutput);
		PassInputs.SceneColor = OriginalSceneColor;
		PassInputs.Colors = GEngine->StationaryLightOverlapColors;
		PassInputs.ColorSamplingMethod = FVisualizeComplexityInputs::EColorSamplingMethod::Ramp;
		PassInputs.bDrawLegend = true;

		SceneColor = AddVisualizeComplexityPass(GraphBuilder, View, PassInputs);
	}