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]
- INI Section:
DevOptions.PrecomputedVisibility
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:121, section: [DevOptions.PrecomputedVisibilityModeratelyAggressive]
- INI Section:
DevOptions.PrecomputedVisibilityModeratelyAggressive
- Raw value:
1
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:125, section: [DevOptions.PrecomputedVisibilityMostAggressive]
- INI Section:
DevOptions.PrecomputedVisibilityMostAggressive
- 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/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;