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]
- INI Section:
UnrealEd.UIEditorOptions
- Raw value:
0
- Is Array:
False
#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;