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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/UnrealEngine.h |
Include | #include "UnrealEngine.h" |
Syntax
struct FCachedSystemScalabilityCVars
Remarks
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
Variables
Type | Name | Description | |
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bool | bInitialized | |
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int32 | CookOutUnusedDetailModeComponents | |
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int32 | DetailMode | |
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int32 | FieldOfViewAffectsHLOD | |
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float | FieldOfViewMaxAngle | |
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float | FieldOfViewMaxAngleScale | |
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float | FieldOfViewMinAngle | Scaling view distance with active camera field of view. |
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float | FieldOfViewMinAngleScale | |
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EMaterialQualityLevel::Type | MaterialQualityLevel | |
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int32 | MaxAnisotropy | This isn't public as it's only used to detect the change. Use ComputeAnisotropyRT() |
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int32 | MaxCSMShadowResolution | |
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int32 | MaxShadowResolution | |
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float | SkeletalMeshOverlayDistanceScale | |
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float | StaticMeshLODDistanceScale | |
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float | ViewDistanceScale | |
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float | ViewDistanceScaleSquared |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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float | CalculateFieldOfViewDistanceScale
(
const float FieldOfView |
Operators
Type | Name | Description | |
---|---|---|---|
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bool | operator==
(
const FCachedSystemScalabilityCVars& Other |