VisibilitySpreadingIterations

VisibilitySpreadingIterations

#Overview

name: VisibilitySpreadingIterations

The value of this variable can be defined or overridden in .ini config files. 3 .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/BaseLightmass.ini:113, section: [DevOptions.PrecomputedVisibility]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:121, section: [DevOptions.PrecomputedVisibilityModeratelyAggressive]

Location: <Workspace>/Engine/Config/BaseLightmass.ini:125, section: [DevOptions.PrecomputedVisibilityMostAggressive]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:3692

Scope (from outer to inner):

file
function     void FLightmassProcessor::ApplyPrecomputedVisibility

Source code excerpt:

	{
		const double StartTime = FPlatformTime::Seconds();
		int32 VisibilitySpreadingIterations;

		const TCHAR* AggressivenessSectionNames[VIS_Max] = {
			TEXT("DevOptions.PrecomputedVisibility"), 
			TEXT("DevOptions.PrecomputedVisibilityModeratelyAggressive"), 
			TEXT("DevOptions.PrecomputedVisibilityMostAggressive")};
		const TCHAR* ActiveSection = AggressivenessSectionNames[FMath::Clamp((int32)System.GetWorld()->GetWorldSettings()->VisibilityAggressiveness, 0, VIS_Max - 1)];
		VERIFYLIGHTMASSINI(GConfig->GetInt(ActiveSection, TEXT("VisibilitySpreadingIterations"), VisibilitySpreadingIterations, GLightmassIni));
		bool bCompressVisibilityData;
		VERIFYLIGHTMASSINI(GConfig->GetBool(TEXT("DevOptions.PrecomputedVisibility"), TEXT("bCompressVisibilityData"), bCompressVisibilityData, GLightmassIni));
		const float CellSize = System.GetWorld()->GetWorldSettings()->VisibilityCellSize;
		float PlayAreaHeight = 0;
		VERIFYLIGHTMASSINI(GConfig->GetFloat(TEXT("DevOptions.PrecomputedVisibility"), TEXT("PlayAreaHeight"), PlayAreaHeight, GLightmassIni));
		int32 CellBucketSize = 0;

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:3713

Scope (from outer to inner):

file
function     void FLightmassProcessor::ApplyPrecomputedVisibility

Source code excerpt:

		int32 QueriesVisibleFromSpreadingNeighbors = 0;

		for (int32 IterationIndex = 0; IterationIndex < VisibilitySpreadingIterations; IterationIndex++)
		{
			FBox AllCellsBounds(ForceInit);

			for (int32 CellIndex = 0; CellIndex < CombinedPrecomputedVisibilityCells.Num(); CellIndex++)
			{
				AllCellsBounds += CombinedPrecomputedVisibilityCells[CellIndex].Bounds;