VisualizeCalibrationColorMaterialPath

VisualizeCalibrationColorMaterialPath

#Overview

name: VisualizeCalibrationColorMaterialPath

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 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of VisualizeCalibrationColorMaterialPath is to specify the path to a post-process material used for color calibration visualization in Unreal Engine’s rendering system.

This setting variable is primarily used by the rendering subsystem of Unreal Engine. It is referenced in the Editor module (UnrealEd) and the core Engine module.

The value of this variable is set in the URendererSettings class, which is a subclass of UDeveloperSettings. This suggests that it can be configured through the project settings in the Unreal Engine editor.

VisualizeCalibrationColorMaterialPath interacts with other variables related to calibration visualization, such as VisualizeCalibrationCustomMaterialPath and VisualizeCalibrationGrayscaleMaterialPath. It is also used in conjunction with the EngineShowFlags.VisualizeCalibrationColor flag to determine when the color calibration visualization should be applied.

Developers must be aware that:

  1. The specified material’s Blendable Location property must be set to “After Tonemapping” for proper calibration display.
  2. This setting is used when the VisualizeCalibrationColor show flag is enabled.
  3. Changes to this setting do not require a restart of the engine to take effect.

Best practices when using this variable include:

  1. Ensure the specified material is optimized for post-processing to maintain performance.
  2. Use a material specifically designed for color calibration visualization to get accurate results.
  3. Coordinate the use of this setting with other calibration visualization settings to avoid conflicts.
  4. Test the calibration visualization in various lighting conditions to ensure accuracy across different scenarios.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:1624, section: [/Script/Engine.RendererSettings]

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorViewportClient.cpp:2831

Scope (from outer to inner):

file
function     bool FEditorViewportClient::IsVisualizeCalibrationMaterialEnabled

Source code excerpt:


	return ((EngineShowFlags.VisualizeCalibrationCustom && Settings->VisualizeCalibrationCustomMaterialPath.IsValid()) ||
		(EngineShowFlags.VisualizeCalibrationColor  && Settings->VisualizeCalibrationColorMaterialPath.IsValid()) ||
		(EngineShowFlags.VisualizeCalibrationGrayscale && Settings->VisualizeCalibrationGrayscaleMaterialPath.IsValid()));
}

void FEditorViewportClient::ChangeRayTracingDebugVisualizationMode(FName InName)
{
	SetViewMode(VMI_RayTracingDebug);

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/RendererSettings.h:1308

Scope (from outer to inner):

file
class        class URendererSettings : public UDeveloperSettings

Source code excerpt:

		ToolTip = "When the VisualizeCalibrationColor show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to \"After Tonemapping\" for proper calibration display.",
		ConfigRestartRequired = false))
	FSoftObjectPath VisualizeCalibrationColorMaterialPath;

	UPROPERTY(config, EditAnywhere, Category = PostProcessCalibrationMaterials, meta = (AllowedClasses = "/Script/Engine.Material",
		DisplayName = "Visualize Calibration Custom Material Path",
		ToolTip = "When the VisualizeCalibrationCustom show flag is enabled, this path will be used as the post-process material to render. The post-process material's Blendable Location property must be set to \"After Tonemapping\" for proper calibration display.",
		ConfigRestartRequired = false))
	FSoftObjectPath VisualizeCalibrationCustomMaterialPath;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SceneView.cpp:2418

Scope (from outer to inner):

file
function     void FSceneView::ConfigureVisualizeCalibrationSettings

Source code excerpt:

	if (Family->EngineShowFlags.VisualizeCalibrationColor)
	{
		ConfigureCalibrationSettings(Settings->VisualizeCalibrationColorMaterialPath, FinalPostProcessSettings.VisualizeCalibrationColorMaterial, CurrentVisualizeCalibrationColorMaterialName);
	}
	else if (Family->EngineShowFlags.VisualizeCalibrationGrayscale)
	{
		ConfigureCalibrationSettings(Settings->VisualizeCalibrationGrayscaleMaterialPath, FinalPostProcessSettings.VisualizeCalibrationGrayscaleMaterial, CurrentVisualizeCalibrationGrayscaleMaterialName);
	}
	else if (Family->EngineShowFlags.VisualizeCalibrationCustom)