VirtualSizeY

VirtualSizeY

#Overview

name: VirtualSizeY

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 1 C++ source file.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:557, section: [UnrealEd.UIEditorOptions]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp:4240

Scope (from outer to inner):

file
function     void FSceneRenderer::CreateWholeSceneProjectedShadow

Source code excerpt:

					// Rescale size to fit whole virtual SM but keeping aspect ratio
					int32 VirtualSizeX = SizeX >= SizeY ? FVirtualShadowMap::VirtualMaxResolutionXY : (FVirtualShadowMap::VirtualMaxResolutionXY * SizeX) / SizeY;
					int32 VirtualSizeY = SizeY >= SizeX ? FVirtualShadowMap::VirtualMaxResolutionXY : (FVirtualShadowMap::VirtualMaxResolutionXY * SizeY) / SizeX;
						
					// Set up projection as per normal
					ProjectedShadowInfo->SetupWholeSceneProjection(
						LightSceneInfo,
						NULL,
						ProjectedShadowInitializer,
						VirtualSizeX,
						VirtualSizeY,
						VirtualSizeX,
						VirtualSizeY,
						0 // no border
					);

					TSharedPtr<FVirtualShadowMapPerLightCacheEntry> VirtualSmPerLightCacheEntry = ShadowSceneRenderer->AddLocalLightShadow(ProjectedShadowInitializer, ProjectedShadowInfo, LightSceneInfo, MaxScreenRadius);

					ProjectedShadowInfo->MeshPassTargetType = EMeshPass::VSMShadowDepth;