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bool |
bCinematicQualitySettings |
If true, automatically set the engine to the Cinematic Scalability quality settings during render. |
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bool |
bDisableGPUTimeout |
Should we disable the GPU Timeout? Currently only applicable when using D3D12 renderer. |
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bool |
bDisableHLODs |
Should we disable Hierarchical LODs and instead use their real meshes regardless of distance? |
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bool |
bFlushGrassStreaming |
Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grace instances. |
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bool |
bFlushStreamingManagers |
Experimental. |
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bool |
bOverrideViewDistanceScale |
Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance. |
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bool |
bOverrideVirtualTextureFeedbackFactor |
If true then override the virtual texture feedback resolution factor. |
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bool |
bUseHighQualityShadows |
Should we override shadow-related CVars with some high quality preset settings? |
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bool |
bUseLODZero |
Should we try to use the highest quality LOD for meshes and particle systems regardless of distance? |
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TSubclassOf< AGameModeBase > |
GameModeOverride |
Optional Game Mode to override the map's default game mode with. |
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int32 |
ShadowDistanceScale |
Scalability option to trade shadow distance versus performance for directional lights |
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float |
ShadowRadiusThreshold |
Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius |
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EMoviePipelineTextureStreamingMethod |
TextureStreaming |
Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. |
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int32 |
ViewDistanceScale |
Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value. |
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int32 |
VirtualTextureFeedbackFactor |
The virtual texture feedback resolution factor. |