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Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. read by rendering thread[s], written by main thread, uses FlushRenderingCommands() to avoid conflict
| Name | FCachedSystemScalabilityCVars |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/UnrealEngine.h |
| Include Path | #include "UnrealEngine.h" |
Syntax
struct FCachedSystemScalabilityCVars
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCachedSystemScalabilityCVars() |
UnrealEngine.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInitialized | bool | UnrealEngine.h | ||
| CookOutUnusedDetailModeComponents | int32 | UnrealEngine.h | ||
| DetailMode | int32 | UnrealEngine.h | ||
| FieldOfViewAffectsHLOD | int32 | UnrealEngine.h | ||
| MaterialQualityLevel | EMaterialQualityLevel::Type | UnrealEngine.h | ||
| MaxCSMShadowResolution | int32 | UnrealEngine.h | ||
| MaxShadowResolution | int32 | UnrealEngine.h | ||
| SkeletalMeshOverlayDistanceScale | float | UnrealEngine.h | ||
| StaticMeshLODDistanceScale | float | UnrealEngine.h | ||
| ViewDistanceScale | float | UnrealEngine.h | ||
| ViewDistanceScaleSquared | float | UnrealEngine.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateFieldOfViewDistanceScale
(
const float FieldOfView |
UnrealEngine.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FCachedSystemScalabilityCVars& Other |
UnrealEngine.h |