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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- URendererSettings
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/RendererSettings.h |
Include | #include "Engine/RendererSettings.h" |
Syntax
class URendererSettings : public UDeveloperSettings
Remarks
Rendering settings.
Variables
Type | Name | Description | |
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ClampMax | ||
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ClampMin | ||
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ConfigRestartRequired | ||
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DisplayName | The maximum bones count section vertices's skinning can use before being chunked into more sections. | |
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EditCondition | ||
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ToolTip | ||
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UIMin |
Constructors
Type | Name | Description | |
---|---|---|---|
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URendererSettings
(
const FObjectInitializer& ObjectInitializer |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
UObject interface |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bEnableRayTracingSkylight_DEPRECATED | |
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ConsoleVariable | Extend Default Luminance Range is deprecated, and is forced to ON at all times in new projects. | |
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TEnumAsByte< EShaderCompressionFormat::Type > | ShaderCompressionFormat_DEPRECATED |