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API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/Graph > API/Plugins/MovieRenderPipelineCore/Graph/Nodes
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMovieGraphNode
- UMovieGraphSettingNode
- UMovieGraphGlobalGameOverridesNode
References
| Module | MovieRenderPipelineCore |
| Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/Nodes/MovieGraphGlobalGameOverrides.h |
| Include | #include "Graph/Nodes/MovieGraphGlobalGameOverrides.h" |
Syntax
UCLASS&40;&41;
class UMovieGraphGlobalGameOverridesNode : public UMovieGraphSettingNode
Remarks
A node which configures the global game overrides.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCinematicQualitySettings | If true, automatically set the engine to the Cinematic Scalability quality settings during render. | |
| bool | bDisableHLODs | Should we disable Hierarchical LODs and instead use their real meshes regardless of distance? | |
| bool | bFlushGrassStreaming | Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grace instances. | |
| bool | bFlushStreamingManagers | Experimental. | |
| uint8: 1 | bOverride_CinematicQualitySettings | ||
| uint8: 1 | bOverride_DisableGPUTimeout | ||
| uint8: 1 | bOverride_DisableHLODs | ||
| uint8: 1 | bOverride_FlushGrassStreaming | ||
| uint8: 1 | bOverride_FlushStreamingManagers | ||
| uint8: 1 | bOverride_GameModeOverride | ||
| uint8: 1 | bOverride_OverrideViewDistanceScale | ||
| uint8: 1 | bOverride_ShadowDistanceScale | ||
| uint8: 1 | bOverride_ShadowRadiusThreshold | ||
| uint8: 1 | bOverride_TextureStreaming | ||
| uint8: 1 | bOverride_UseHighQualityShadows | ||
| uint8: 1 | bOverride_UseLODZero | ||
| uint8: 1 | bOverride_ViewDistanceScale | ||
| uint8: 1 | bOverride_VirtualTextureFeedbackFactor | ||
| bool | bUseHighQualityShadows | Should we override shadow-related CVars with some high quality preset settings? | |
| bool | bUseLODZero | Should we try to use the highest quality LOD for meshes and particle systems regardless of distance? | |
| TSubclassOf< AGameModeBase > | GameModeOverride | Optional Game Mode to override the map's default game mode with. | |
| int32 | ShadowDistanceScale | TODO: This should also be disabled if bUseHighQualityShadows is false, but EditCondition doesn't work with that plus the InlineEditConditionToggle. | |
| float | ShadowRadiusThreshold | TODO: This should also be disabled if bUseHighQualityShadows is false, but EditCondition doesn't work with that plus the InlineEditConditionToggle. | |
| EMoviePipelineTextureStreamingMethod | TextureStreaming | Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. | |
| int32 | ViewDistanceScale | Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value. | |
| int32 | VirtualTextureFeedbackFactor | The virtual texture feedback resolution factor. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from UMovieGraphNode
| Type | Name | Description | |
|---|---|---|---|
| EMovieGraphBranchRestriction | Determines which types of branches the node can be created in. | ||
| FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
Gets the node's icon and icon tint, as visible in the graph. | |
| FText | Gets the category that the node belongs under. | ||
| FText | GetNodeTitle
(
const bool bGetDescriptive |
Gets the node's title. | |
| FLinearColor | Gets the node's title color, as visible in the graph. |