| AmbientCubemap |
TObjectPtr< class UTextureCube > |
The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ambient Cubemap"
- Meta=(DisplayName="Cubemap Texture")
|
| AmbientCubemapIntensity |
float |
To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Cubemap"
- Meta=(ClampMin="0.0", UIMax="4.0", editcondition="bOverride_AmbientCubemapIntensity", DisplayName="Intensity")
|
| AmbientCubemapTint |
FLinearColor |
AmbientCubemap tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Cubemap"
- Meta=(editcondition="bOverride_AmbientCubemapTint", DisplayName="Tint", HideAlphaChannel)
|
| AmbientOcclusionBias |
float |
>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="10.0", editcondition="bOverride_AmbientOcclusionBias", DisplayName="Bias")
|
| AmbientOcclusionFadeDistance |
float |
>0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="20000.0", editcondition="bOverride_AmbientOcclusionFadeDistance", DisplayName="Fade Out Distance")
|
| AmbientOcclusionFadeRadius |
float |
>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="20000.0", editcondition="bOverride_AmbientOcclusionFadeRadius", DisplayName="Fade Out Radius")
|
| AmbientOcclusionIntensity |
float |
0..1 0=off/no ambient occlusion .. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_AmbientOcclusionIntensity", DisplayName="Intensity")
|
| AmbientOcclusionMipBlend |
float |
Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.1", UIMax="1.0", editcondition="bOverride_AmbientOcclusionMipBlend", DisplayName="Mip Blend")
|
| AmbientOcclusionMipScale |
float |
Affects the radius AO radius scale over the multiple mips (lower resolution versions) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.5", UIMax="4.0", editcondition="bOverride_AmbientOcclusionMipScale", DisplayName="Mip Scale")
|
| AmbientOcclusionMipThreshold |
float |
To tweak the bilateral upsampling when using multiple mips (lower resolution versions) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="0.1", editcondition="bOverride_AmbientOcclusionMipThreshold", DisplayName="Mip Threshold")
|
| AmbientOcclusionPower |
float |
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.1", UIMax="8.0", editcondition="bOverride_AmbientOcclusionPower", DisplayName="Power")
|
| AmbientOcclusionQuality |
float |
0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="100.0", editcondition="bOverride_AmbientOcclusionQuality", DisplayName="Quality")
|
| AmbientOcclusionRadius |
float |
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- Meta=(ClampMin="0.1", UIMax="500.0", editcondition="bOverride_AmbientOcclusionRadius", DisplayName="Radius")
|
| AmbientOcclusionRadiusInWS |
uint32 |
True: AO radius is in world space units, false: AO radius is locked the view space in 400 units |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(editcondition="bOverride_AmbientOcclusionRadiusInWS", DisplayName="Radius in WorldSpace")
|
| AmbientOcclusionStaticFraction |
float |
0..1 0=no effect on static lighting .. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_AmbientOcclusionStaticFraction", DisplayName="Static Fraction")
|
| AmbientOcclusionTemporalBlendWeight |
float |
How much to blend the current frame with previous frames when using GTAO with temporal accumulation |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Ambient Occlusion"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="0.5", editcondition="bOverride_AmbientOcclusionTemporalBlendWeight", DisplayName="Temporal Blend Weight")
|
| AutoExposureApplyPhysicalCameraExposure |
uint32 |
Enables physical camera exposure using ShutterSpeed/ISO/Aperture. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(editcondition="bOverride_AutoExposureApplyPhysicalCameraExposure", DisplayName="Apply Physical Camera Exposure", ToolTip="Only affects Manual exposure mode.")
|
| AutoExposureBias |
float |
Logarithmic adjustment for the exposure. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(UIMin="-15.0", UIMax="15.0", editcondition="bOverride_AutoExposureBias", DisplayName="Exposure Compensation ")
|
| AutoExposureBiasBackup |
float |
With the auto exposure changes, we are changing the AutoExposureBias inside the serialization code. |
Engine/Scene.h |
|
| AutoExposureBiasCurve |
TObjectPtr< class UCurveFloat > |
Exposure compensation based on the scene EV100. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(editcondition="bOverride_AutoExposureBiasCurve", DisplayName="Exposure Compensation Curve")
|
| AutoExposureHighPercent |
float |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="100.0", editcondition="bOverride_AutoExposureHighPercent", DisplayName="High Percent")
|
| AutoExposureLowPercent |
float |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="100.0", editcondition="bOverride_AutoExposureLowPercent", DisplayName="Low Percent")
|
| AutoExposureMaxBrightness |
float |
Auto-Exposure maximum adaptation. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(ClampMin="-10.0", UIMax="20.0", editcondition="bOverride_AutoExposureMaxBrightness", DisplayName="Max Brightness")
|
| AutoExposureMeterMask |
TObjectPtr< class UTexture > |
Exposure metering mask. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(editcondition="bOverride_AutoExposureMeterMask", DisplayName="Exposure Metering Mask")
|
| AutoExposureMethod |
TEnumAsByte< enum EAutoExposureMethod > |
Luminance computation method |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(editcondition="bOverride_AutoExposureMethod", DisplayName="Metering Mode")
|
| AutoExposureMinBrightness |
float |
Auto-Exposure minimum adaptation. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(ClampMin="-10.0", UIMax="20.0", editcondition="bOverride_AutoExposureMinBrightness", DisplayName="Min Brightness")
|
| AutoExposureSpeedDown |
float |
>0 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(ClampMin="0.02", UIMax="20.0", editcondition="bOverride_AutoExposureSpeedDown", DisplayName="Speed Down", ToolTip="In F-stops per second, should be >0")
|
| AutoExposureSpeedUp |
float |
>0 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- Meta=(ClampMin="0.02", UIMax="20.0", editcondition="bOverride_AutoExposureSpeedUp", DisplayName="Speed Up", ToolTip="In F-stops per second, should be >0")
|
| Bloom1Size |
float |
Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="4.0", editcondition="bOverride_Bloom1Size", DisplayName="#1 Size")
|
| Bloom1Tint |
FLinearColor |
Bloom1 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom1Tint", DisplayName="#1 Tint", HideAlphaChannel)
|
| Bloom2Size |
float |
Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="8.0", editcondition="bOverride_Bloom2Size", DisplayName="#2 Size")
|
| Bloom2Tint |
FLinearColor |
Bloom2 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom2Tint", DisplayName="#2 Tint", HideAlphaChannel)
|
| Bloom3Size |
float |
Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="16.0", editcondition="bOverride_Bloom3Size", DisplayName="#3 Size")
|
| Bloom3Tint |
FLinearColor |
Bloom3 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom3Tint", DisplayName="#3 Tint", HideAlphaChannel)
|
| Bloom4Size |
float |
Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="32.0", editcondition="bOverride_Bloom4Size", DisplayName="#4 Size")
|
| Bloom4Tint |
FLinearColor |
Bloom4 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom4Tint", DisplayName="#4 Tint", HideAlphaChannel)
|
| Bloom5Size |
float |
Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="64.0", editcondition="bOverride_Bloom5Size", DisplayName="#5 Size")
|
| Bloom5Tint |
FLinearColor |
Bloom5 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom5Tint", DisplayName="#5 Tint", HideAlphaChannel)
|
| Bloom6Size |
float |
Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="128.0", editcondition="bOverride_Bloom6Size", DisplayName="#6 Size")
|
| Bloom6Tint |
FLinearColor |
Bloom6 tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(editcondition="bOverride_Bloom6Tint", DisplayName="#6 Tint", HideAlphaChannel)
|
| BloomConvolutionBufferScale |
float |
Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="1.0", editcondition="bOverride_BloomConvolutionBufferScale", DisplayName="Buffer")
|
| BloomConvolutionCenterUV |
FVector2D |
The UV location of the center of the kernel. Should be very close to (.5,.5) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(editcondition="bOverride_BloomConvolutionCenterUV", DisplayName="Center")
|
| BloomConvolutionIntensity |
float |
Multiplier for Convolution bloom contributions >=0: off, 1(default), >1 brighter |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- Meta=(ClampMin="0.0", UIMax="1.0", editcondition="bOverride_BloomConvolutionIntensity", DisplayName="Intensity")
|
| BloomConvolutionPreFilterMax |
float |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(editcondition="bOverride_BloomConvolutionPreFilterMax", DisplayName="Boost Max")
|
| BloomConvolutionPreFilterMin |
float |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(editcondition="bOverride_BloomConvolutionPreFilterMin", DisplayName="Boost Min")
|
| BloomConvolutionPreFilterMult |
float |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(editcondition="bOverride_BloomConvolutionPreFilterMult", DisplayName="Boost Mult")
|
| BloomConvolutionScatterDispersion |
float |
Intensity multiplier on the scatter dispersion energy of the kernel. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- Meta=(ClampMin="0.0", UIMax="20.0", editcondition="bOverride_BloomConvolutionScatterDispersion", DisplayName="Scatter Dispersion")
|
| BloomConvolutionSize |
float |
Relative size of the convolution kernel image compared to the minor axis of the viewport |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="1.0", editcondition="bOverride_BloomConvolutionSize", DisplayName="Scale")
|
| BloomConvolutionTexture |
TObjectPtr< class UTexture2D > |
Texture to replace default convolution bloom kernel |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Bloom|Convolution"
- Meta=(editcondition="bOverride_BloomConvolutionTexture", DisplayName="Kernel")
|
| BloomDirtMask |
TObjectPtr< class UTexture > |
Texture that defines the dirt on the camera lens where the light of very bright objects is scattered. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Dirt Mask"
- Meta=(editcondition="bOverride_BloomDirtMask", DisplayName="Dirt Mask Texture")
|
| BloomDirtMaskIntensity |
float |
BloomDirtMask intensity |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Dirt Mask"
- Meta=(ClampMin="0.0", UIMax="8.0", editcondition="bOverride_BloomDirtMaskIntensity", DisplayName="Dirt Mask Intensity")
|
| BloomDirtMaskTint |
FLinearColor |
BloomDirtMask tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Dirt Mask"
- Meta=(editcondition="bOverride_BloomDirtMaskTint", DisplayName="Dirt Mask Tint", HideAlphaChannel)
|
| BloomGaussianIntensity |
float |
Multiplier for Gaussian bloom contributions >=0: off, 1(default), >1 brighter |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- Meta=(ClampMin="0.0", UIMax="8.0", editcondition="bOverride_BloomGaussianIntensity", DisplayName="Intensity")
|
| BloomIntensity |
float |
Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom"
- Meta=(ClampMin="0.0", UIMax="8.0", editcondition="bOverride_BloomIntensity", DisplayName="Intensity")
|
| BloomMethod |
TEnumAsByte< enum EBloomMethod > |
Preferred bloom algorithm. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Bloom"
- Meta=(editcondition="bOverride_BloomMethod", DisplayName="Preferred Method")
|
| BloomSizeScale |
float |
Scale for all bloom sizes |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- AdvancedDisplay
- Meta=(ClampMin="0.0", UIMax="64.0", editcondition="bOverride_BloomSizeScale", DisplayName="Size scale")
|
| BloomThreshold |
float |
Minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Bloom|Gaussian"
- Meta=(ClampMin="-1.0", UIMax="8.0", editcondition="bOverride_BloomThreshold", DisplayName="Threshold")
|
| BlueCorrection |
float |
Correct for artifacts with "electric" blues due to the ACEScg color space. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_BlueCorrection")
|
| bMegaLights |
uint8 |
Allows forcing MegaLights on or off for this volume, regardless of the project setting for MegaLights. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features"
- Meta=(editcondition="bOverride_bMegaLights", DisplayName="MegaLights")
|
| bMobileHQGaussian |
uint8 |
Enable HQ Gaussian on high end mobile platforms. (ES3_1) |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(editcondition="bOverride_MobileHQGaussian", DisplayName="High Quality Gaussian DoF on Mobile")
|
| bOverride_AmbientCubemapIntensity |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientCubemapTint |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionBias |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionFadeDistance |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionFadeRadius |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionIntensity |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionMipBlend |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionMipScale |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionMipThreshold |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionPower |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionQuality |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionRadius |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionRadiusInWS |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionStaticFraction |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AmbientOcclusionTemporalBlendWeight |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureApplyPhysicalCameraExposure |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureBias |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureBiasBackup |
uint8 |
With the auto exposure changes, we are also changing the auto exposure override value, so we are storing that backup as well. |
Engine/Scene.h |
|
| bOverride_AutoExposureBiasCurve |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureHighPercent |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureLowPercent |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureMaxBrightness |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureMeterMask |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_AutoExposureMethod |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
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| bOverride_AutoExposureMinBrightness |
uint8 |
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Engine/Scene.h |
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| bOverride_AutoExposureSpeedDown |
uint8 |
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Engine/Scene.h |
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| bOverride_AutoExposureSpeedUp |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom1Size |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom1Tint |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom2Size |
uint8 |
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| bOverride_Bloom2Tint |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom3Size |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom3Tint |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom4Size |
uint8 |
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| bOverride_Bloom4Tint |
uint8 |
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| bOverride_Bloom5Size |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom5Tint |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom6Size |
uint8 |
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Engine/Scene.h |
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| bOverride_Bloom6Tint |
uint8 |
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| bOverride_BloomConvolutionBufferScale |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionCenterUV |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionIntensity |
uint8 |
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| bOverride_BloomConvolutionPreFilterMax |
uint8 |
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| bOverride_BloomConvolutionPreFilterMin |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionPreFilterMult |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionScatterDispersion |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionSize |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomConvolutionTexture |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomDirtMask |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomDirtMaskIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomDirtMaskTint |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomGaussianIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomMethod |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomSizeScale |
uint8 |
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Engine/Scene.h |
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| bOverride_BloomThreshold |
uint8 |
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Engine/Scene.h |
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| bOverride_BlueCorrection |
uint8 |
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Engine/Scene.h |
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| bOverride_bMegaLights |
uint8 |
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Engine/Scene.h |
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| bOverride_CameraISO |
uint8 |
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Engine/Scene.h |
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| bOverride_CameraShutterSpeed |
uint8 |
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Engine/Scene.h |
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| bOverride_ChromaticAberrationStartOffset |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorContrast |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorContrastHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorContrastMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorContrastShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorCorrectionHighlightsMax |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorCorrectionHighlightsMin |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorCorrectionShadowsMax |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGain |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGainHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGainMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGainShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGamma |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGammaHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGammaMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGammaShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGradingIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorGradingLUT |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorOffset |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorOffsetHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorOffsetMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorOffsetShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorSaturation |
uint8 |
Color Correction controls. |
Engine/Scene.h |
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| bOverride_ColorSaturationHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorSaturationMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_ColorSaturationShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldAspectRatioScalar |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldBarrelLength |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldBarrelRadius |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldBladeCount |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldDepthBlurAmount |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldDepthBlurRadius |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldFarBlurSize |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldFarTransitionRegion |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldFocalDistance |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldFocalRegion |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldFstop |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldMatteBoxFlags |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldMinFstop |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldNearBlurSize |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldNearTransitionRegion |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldOcclusion |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldPetzvalBokeh |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldPetzvalBokehFalloff |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldPetzvalExclusionBoxExtents |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldPetzvalExclusionBoxRadius |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldScale |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldSensorWidth |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldSkyFocusDistance |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldSqueezeFactor |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldUseHairDepth |
uint8 |
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Engine/Scene.h |
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| bOverride_DepthOfFieldVignetteSize |
uint8 |
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Engine/Scene.h |
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| bOverride_DynamicGlobalIlluminationMethod |
uint32 |
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Engine/Scene.h |
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| bOverride_ExpandGamut |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmBlackClip |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainHighlightsMax |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainHighlightsMin |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainIntensityHighlights |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainIntensityMidtones |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainIntensityShadows |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainShadowsMax |
uint8 |
|
Engine/Scene.h |
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| bOverride_FilmGrainTexelSize |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmGrainTexture |
uint8 |
|
Engine/Scene.h |
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| bOverride_FilmShoulder |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmSlope |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmToe |
uint8 |
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Engine/Scene.h |
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| bOverride_FilmWhiteClip |
uint8 |
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Engine/Scene.h |
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| bOverride_HistogramLogMax |
uint8 |
|
Engine/Scene.h |
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| bOverride_HistogramLogMin |
uint8 |
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Engine/Scene.h |
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| bOverride_IndirectLightingColor |
uint8 |
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Engine/Scene.h |
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| bOverride_IndirectLightingIntensity |
uint8 |
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Engine/Scene.h |
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| bOverride_LensFlareBokehShape |
uint8 |
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Engine/Scene.h |
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| bOverride_LensFlareBokehSize |
uint8 |
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Engine/Scene.h |
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| bOverride_LensFlareIntensity |
uint8 |
|
Engine/Scene.h |
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| bOverride_LensFlareThreshold |
uint8 |
|
Engine/Scene.h |
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| bOverride_LensFlareTint |
uint8 |
|
Engine/Scene.h |
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| bOverride_LensFlareTints |
uint8 |
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Engine/Scene.h |
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| bOverride_LocalExposureBlurredLuminanceBlend |
uint8 |
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Engine/Scene.h |
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| bOverride_LocalExposureBlurredLuminanceKernelSizePercent |
uint8 |
|
Engine/Scene.h |
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| bOverride_LocalExposureDetailStrength |
uint8 |
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Engine/Scene.h |
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| bOverride_LocalExposureHighlightContrastCurve |
uint8 |
|
Engine/Scene.h |
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| bOverride_LocalExposureHighlightContrastScale |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureHighlightThreshold |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureHighlightThresholdStrength |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureMethod |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureMiddleGreyBias |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureShadowContrastCurve |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureShadowContrastScale |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureShadowThreshold |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LocalExposureShadowThresholdStrength |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenDiffuseColorBoost |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenFinalGatherLightingUpdateSpeed |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenFinalGatherQuality |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenFinalGatherScreenTraces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenFrontLayerTranslucencyReflections |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenFullSkylightLeakingDistance |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenMaxReflectionBounces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenMaxRefractionBounces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenMaxRoughnessToTraceReflections |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenMaxTraceDistance |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenRayLightingMode |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenReflectionQuality |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenReflectionsScreenTraces |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSceneDetail |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSceneLightingQuality |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSceneLightingUpdateSpeed |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSceneViewDistance |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSkylightLeaking |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSkylightLeakingTint |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_LumenSurfaceCacheResolution |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_MobileHQGaussian |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_MotionBlurAmount |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_MotionBlurMax |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_MotionBlurPerObjectSize |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_MotionBlurTargetFPS |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingEnableDenoiser |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingEnableEmissiveMaterials |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingEnableReferenceAtmosphere |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingEnableReferenceDOF |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeDiffuse |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeEmissive |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeIndirectDiffuse |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeIndirectSpecular |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeIndirectVolume |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeSpecular |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingIncludeVolume |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingMaxBounces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingMaxPathIntensity |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_PathTracingSamplesPerPixel |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingAO |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingAOIntensity |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingAORadius |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingAOSamplesPerPixel |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingGI |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingGIMaxBounces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingGISamplesPerPixel |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingReflectionsMaxBounces |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingReflectionsMaxRoughness |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingReflectionsSamplesPerPixel |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingReflectionsShadows |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingReflectionsTranslucency |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyMaxPrimaryHitEvents |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyMaxRoughness |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyMaxSecondaryHitEvents |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyRefraction |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyRefractionRays |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencySamplesPerPixel |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyShadows |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_RayTracingTranslucencyUseRayTracedRefraction |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ReflectionMethod |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_SceneColorTint |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_SceneFringeIntensity |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ScreenSpaceReflectionIntensity |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ScreenSpaceReflectionMaxRoughness |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ScreenSpaceReflectionQuality |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ScreenSpaceReflectionRoughnessScale |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_Sharpen |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_TemperatureType |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_ToneCurveAmount |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_TranslucencyType |
uint32 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_UserFlags |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_VignetteIntensity |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_WhiteTemp |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| bOverride_WhiteTint |
uint8 |
|
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category=Overrides
- Meta=(PinHiddenByDefault, InlineEditConditionToggle)
|
| CameraISO |
float |
The camera sensor sensitivity in ISO. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Camera"
- Meta=(ClampMin="1.0", ToolTip="The camera sensor sensitivity", editcondition="bOverride_CameraISO", DisplayName="ISO")
|
| CameraShutterSpeed |
float |
The camera shutter in 1/seconds. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Camera"
- Meta=(ClampMin="0.01", ClampMax="8000.0", editcondition="bOverride_CameraShutterSpeed", DisplayName="Shutter Speed (1/s)")
|
| ChromaticAberrationStartOffset |
float |
A normalized distance to the center of the framebuffer where the effect takes place. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Chromatic Aberration"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_ChromaticAberrationStartOffset", DisplayName="Start Offset")
|
| ColorContrast |
FVector4 |
Control the range of light and dark values in your scene. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Global"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="contrast", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorContrast", DisplayName="Contrast")
|
| ColorContrastHighlights |
FVector4 |
Control the range of light and dark values in the highlights region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="contrast", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorContrastHighlights", DisplayName="Contrast")
|
| ColorContrastMidtones |
FVector4 |
Control the range of light and dark values in the mid-tone region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Midtones"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="contrast", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorContrastMidtones", DisplayName="Contrast")
|
| ColorContrastShadows |
FVector4 |
Control the range of light and dark values in your scene. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="contrast", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorContrastShadows", DisplayName="Contrast")
|
| ColorCorrectionHighlightsMax |
float |
This value sets the upper threshold for what is considered to be the highlight region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="1.0", UIMax="10.0", editcondition="bOverride_ColorCorrectionHighlightsMax", DisplayName="HighlightsMax")
|
| ColorCorrectionHighlightsMin |
float |
This value sets the lower threshold for what is considered to be the highlight region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="-1.0", UIMax="1.0", editcondition="bOverride_ColorCorrectionHighlightsMin", DisplayName="HighlightsMin")
|
| ColorCorrectionShadowsMax |
float |
This value sets the threshold for what is considered to be the shadow region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="-1.0", UIMax="1.0", editcondition="bOverride_ColorCorrectionShadowsMax", DisplayName="ShadowsMax")
|
| ColorGain |
FVector4 |
This value multiplies the colors of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Global"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gain", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGain", DisplayName="Gain")
|
| ColorGainHighlights |
FVector4 |
This value multiplies the colors in the highlight region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gain", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGainHighlights", DisplayName="Gain")
|
| ColorGainMidtones |
FVector4 |
This value multiplies the colors in the mid-tone region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Midtones"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gain", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGainMidtones", DisplayName="Gain")
|
| ColorGainShadows |
FVector4 |
This value multiplies the colors in the shadow region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gain", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGainShadows", DisplayName="Gain")
|
| ColorGamma |
FVector4 |
Control the luminance curve of the scene. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Global"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gamma", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGamma", DisplayName="Gamma")
|
| ColorGammaHighlights |
FVector4 |
Control the luminance curve of the highlight region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gamma", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGammaHighlights", DisplayName="Gamma")
|
| ColorGammaMidtones |
FVector4 |
Control the luminance curve of the mid-tone region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Midtones"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gamma", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGammaMidtones", DisplayName="Gamma")
|
| ColorGammaShadows |
FVector4 |
Control the luminance curve of the shadow region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="gamma", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorGammaShadows", DisplayName="Gamma")
|
| ColorGradingIntensity |
float |
Color grading lookup table intensity. 0 = no intensity, 1=full intensity |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(ClampMin="0", ClampMax="1.0", editcondition="bOverride_ColorGradingIntensity", DisplayName="Color Grading LUT Intensity")
|
| ColorGradingLUT |
TObjectPtr< class UTexture > |
Look up table texture to use or none of not used |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(editcondition="bOverride_ColorGradingLUT", DisplayName="Color Grading LUT")
|
| ColorOffset |
FVector4 |
This value is added to the colors of the scene. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Global"
- Meta=(UIMin="-1.0", UIMax="1.0", Delta="0.001", ColorGradingMode="offset", SupportDynamicSliderMaxValue="true", SupportDynamicSliderMinValue="true", editcondition="bOverride_ColorOffset", DisplayName="Offset")
|
| ColorOffsetHighlights |
FVector4 |
This value is added to the colors in the highlight region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="-1.0", UIMax="1.0", Delta="0.001", ColorGradingMode="offset", SupportDynamicSliderMaxValue="true", SupportDynamicSliderMinValue="true", editcondition="bOverride_ColorOffsetHighlights", DisplayName="Offset")
|
| ColorOffsetMidtones |
FVector4 |
This value is added to the colors in the mid-tone region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Midtones"
- Meta=(UIMin="-1.0", UIMax="1.0", Delta="0.001", ColorGradingMode="offset", SupportDynamicSliderMaxValue="true", SupportDynamicSliderMinValue="true", editcondition="bOverride_ColorOffsetMidtones", DisplayName="Offset")
|
| ColorOffsetShadows |
FVector4 |
This value is added to the colors in the shadow region. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="-1.0", UIMax="1.0", Delta="0.001", ColorGradingMode="offset", SupportDynamicSliderMaxValue="true", SupportDynamicSliderMinValue="true", editcondition="bOverride_ColorOffsetShadows", DisplayName="Offset")
|
| ColorSaturation |
FVector4 |
Control the intensity of the color(hue) for the entire image.Higher values will result in more vibrant colors. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Global"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="saturation", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorSaturation", DisplayName="Saturation")
|
| ColorSaturationHighlights |
FVector4 |
Control the intensity of the color (hue) for the highlights region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Highlights"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="saturation", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorSaturationHighlights", DisplayName="Saturation")
|
| ColorSaturationMidtones |
FVector4 |
Control the intensity of the colors (hue) in the mid-tone region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Midtones"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="saturation", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorSaturationMidtones", DisplayName="Saturation")
|
| ColorSaturationShadows |
FVector4 |
Control the intensity of the colors (hue) in the shadow region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Shadows"
- Meta=(UIMin="0.0", UIMax="2.0", Delta="0.01", ColorGradingMode="saturation", SupportDynamicSliderMaxValue="true", editcondition="bOverride_ColorSaturationShadows", DisplayName="Saturation")
|
| DepthOfFieldAspectRatioScalar |
float |
Amount to scale the output viewport's aspect ratio by when computing depth of field properties. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", editcondition="bOverride_DepthOfFieldAspectRatioScalar", DisplayName="Aspect Ratio Scalar")
|
| DepthOfFieldBarrelLength |
float |
The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", UIMax="150.0", editcondition="bOverride_DepthOfFieldBarrelLength", DisplayName="Barrel Length")
|
| DepthOfFieldBarrelRadius |
float |
The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", UIMax="100.0", editcondition="bOverride_DepthOfFieldBarrelRadius", DisplayName="Barrel Radius")
|
| DepthOfFieldBladeCount |
int32 |
Defines the number of blades of the diaphragm within the lens (between 4 and 16). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Camera"
- Meta=(ClampMin="4", ClampMax="16", editcondition="bOverride_DepthOfFieldBladeCount", DisplayName="Number of diaphragm blades")
|
| DepthOfFieldDepthBlurAmount |
float |
CircleDOF only: Depth blur km for 50% |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.000001", ClampMax="100.0", editcondition="bOverride_DepthOfFieldDepthBlurAmount", DisplayName="Depth Blur km for 50%")
|
| DepthOfFieldDepthBlurRadius |
float |
CircleDOF only: Depth blur radius in pixels at 1920x |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", UIMax="4.0", editcondition="bOverride_DepthOfFieldDepthBlurRadius", DisplayName="Depth Blur Radius")
|
| DepthOfFieldFarBlurSize |
float |
Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(UIMin="0.0", UIMax="32.0", editcondition="bOverride_DepthOfFieldFarBlurSize", DisplayName="Far Blur Size")
|
| DepthOfFieldFarTransitionRegion |
float |
To define the width of the transition region next to the focal region on the near side (cm) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(UIMin="0.0", UIMax="10000.0", editcondition="bOverride_DepthOfFieldFarTransitionRegion", DisplayName="Far Transition Region")
|
| DepthOfFieldFocalDistance |
float |
Distance in which the Depth of Field effect should be sharp, in unreal units (cm) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", UIMin="1.0", UIMax="10000.0", editcondition="bOverride_DepthOfFieldFocalDistance", DisplayName="Focal Distance")
|
| DepthOfFieldFocalRegion |
float |
Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(UIMin="0.0", UIMax="10000.0", editcondition="bOverride_DepthOfFieldFocalRegion", DisplayName="Focal Region")
|
| DepthOfFieldFstop |
float |
Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Camera"
- Meta=(ClampMin="1.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldFstop", DisplayName="Aperture (F-stop)")
|
| DepthOfFieldMatteBoxFlags |
FMatteBoxFlag |
Panels around the front of the lens barrel that occlude bokeh |
Engine/Scene.h |
- EditAnywhere
- Category="Lens|Depth of Field"
- Meta=(editcondition="bOverride_DepthOfFieldMatteBoxFlags", DisplayName="Matte Box Flags")
|
| DepthOfFieldMinFstop |
float |
Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Camera"
- Meta=(ClampMin="0.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldMinFstop", DisplayName="Maximum Aperture (min F-stop)")
|
| DepthOfFieldNearBlurSize |
float |
Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(UIMin="0.0", UIMax="32.0", editcondition="bOverride_DepthOfFieldNearBlurSize", DisplayName="Near Blur Size")
|
| DepthOfFieldNearTransitionRegion |
float |
To define the width of the transition region next to the focal region on the near side (cm) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(UIMin="0.0", UIMax="10000.0", editcondition="bOverride_DepthOfFieldNearTransitionRegion", DisplayName="Near Transition Region")
|
| DepthOfFieldOcclusion |
float |
Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues) |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_DepthOfFieldOcclusion", DisplayName="Occlusion")
|
| DepthOfFieldPetzvalBokeh |
float |
Simulate stretching in blur and bokeh. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="-10.0", ClampMax="10.0", editcondition="bOverride_DepthOfFieldPetzvalBokeh", DisplayName="Petzval Bokeh")
|
| DepthOfFieldPetzvalBokehFalloff |
float |
How quickly does the Petzval bokeh effect increase towards the edge of the image |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", UIMax="10.0", editcondition="bOverride_DepthOfFieldPetzvalBokehFalloff", DisplayName="Petzval Bokeh Falloff")
|
| DepthOfFieldPetzvalExclusionBoxExtents |
FVector2f |
Box, centered on screen, around which the Petzval effect is applied. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_DepthOfFieldPetzvalExclusionBoxExtents", DisplayName="Petzval Bokeh Exclusion Box")
|
| DepthOfFieldPetzvalExclusionBoxRadius |
float |
Corner radius |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_DepthOfFieldPetzvalExclusionBoxRadius", DisplayName="Petzval Bokeh Exclusion Box Radius")
|
| DepthOfFieldScale |
float |
SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- Meta=(ClampMin="0.0", ClampMax="2.0", editcondition="bOverride_DepthOfFieldScale", DisplayName="Scale")
|
| DepthOfFieldSensorWidth |
float |
Width of the camera sensor to assume, in mm. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ForceUnits=mm, ClampMin="0.1", UIMin="0.1", UIMax="1000.0", editcondition="bOverride_DepthOfFieldSensorWidth", DisplayName="Sensor Width (mm)")
|
| DepthOfFieldSkyFocusDistance |
float |
Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="200000.0", editcondition="bOverride_DepthOfFieldSkyFocusDistance", DisplayName="Sky Distance")
|
| DepthOfFieldSqueezeFactor |
float |
This is the squeeze factor for the DOF, which emulates the properties of anamorphic lenses. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- Meta=(ClampMin="1.0", ClampMax="2.0", editcondition="bOverride_DepthOfFieldSqueezeFactor", DisplayName="Squeeze Factor")
|
| DepthOfFieldUseHairDepth |
uint32 |
For depth of field to use the hair depth for computing circle of confusion size. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Depth of Field"
- AdvancedDisplay
- Meta=(editcondition="bOverride_DepthOfFieldUseHairDepth", DisplayName="Use Hair Depth")
|
| DepthOfFieldVignetteSize |
float |
Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Mobile Depth of Field"
- AdvancedDisplay
- Meta=(UIMin="0.0", UIMax="100.0", editcondition="bOverride_DepthOfFieldVignetteSize", DisplayName="Vignette Size")
|
| DynamicGlobalIlluminationMethod |
TEnumAsByte< EDynamicGlobalIlluminationMethod::Type > |
Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination"
- Meta=(editcondition="bOverride_DynamicGlobalIlluminationMethod", DisplayName="Method")
|
| ExpandGamut |
float |
Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(ClampMin="0.0", UIMax="1.0", editcondition="bOverride_ExpandGamut")
|
| FilmBlackClip |
float |
Lowers the toe of the tonemapper curve by this amount. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmBlackClip", DisplayName="Black clip")
|
| FilmGrainHighlightsMax |
float |
Sets the upper bound used for Film Grain Highlight Intensity. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="1.0", UIMax="10.0", editcondition="bOverride_FilmGrainHighlightsMax")
|
| FilmGrainHighlightsMin |
float |
Sets the lower bound used for Film Grain Highlight Intensity. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainHighlightsMin")
|
| FilmGrainIntensity |
float |
0..1 Film grain intensity to apply. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainIntensity")
|
| FilmGrainIntensityHighlights |
float |
Control over the grain intensity in the regions of the image considered highlight areas. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainIntensityHighlights")
|
| FilmGrainIntensityMidtones |
float |
Control over the grain intensity in the mid-tone region of the image. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainIntensityMidtones")
|
| FilmGrainIntensityShadows |
float |
Control over the grain intensity in the regions of the image considered shadow areas. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainIntensityShadows")
|
| FilmGrainShadowsMax |
float |
Sets the upper bound used for Film Grain Shadow Intensity. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmGrainShadowsMax")
|
| FilmGrainTexelSize |
float |
Controls the size of the film grain. Size of texel of FilmGrainTexture on screen. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(UIMin="0.0", UIMax="4.0", editcondition="bOverride_FilmGrainTexelSize")
|
| FilmGrainTexture |
TObjectPtr< class UTexture2D > |
Defines film grain texture to use. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Film Grain"
- Meta=(editcondition="bOverride_FilmGrainTexture")
|
| FilmShoulder |
float |
Sometimes referred to as highlight rolloff. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmShoulder", DisplayName="Shoulder")
|
| FilmSlope |
float |
Controls the overall steepness of the tonemapper curve. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmSlope", DisplayName="Slope")
|
| FilmToe |
float |
Controls the contrast of the dark end of the tonemapper curve. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmToe", DisplayName="Toe")
|
| FilmWhiteClip |
float |
Controls the height of the tonemapper curve. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Film"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_FilmWhiteClip", DisplayName="White clip")
|
| HistogramLogMax |
float |
Histogram Max value. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- AdvancedDisplay
- Meta=(UIMin="0.0", UIMax="16.0", editcondition="bOverride_HistogramLogMax")
|
| HistogramLogMin |
float |
Histogram Min value. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Exposure"
- AdvancedDisplay
- Meta=(UIMin="-16", UIMax="0.0", editcondition="bOverride_HistogramLogMin")
|
| IndirectLightingColor |
FLinearColor |
Adjusts indirect lighting color. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- AdvancedDisplay
- Category="Global Illumination"
- Meta=(editcondition="bOverride_IndirectLightingColor", DisplayName="Indirect Lighting Color", HideAlphaChannel)
|
| IndirectLightingIntensity |
float |
Scales the indirect lighting contribution. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- AdvancedDisplay
- Category="Global Illumination"
- Meta=(ClampMin="0", UIMax="4.0", editcondition="bOverride_IndirectLightingIntensity", DisplayName="Indirect Lighting Intensity")
|
| LensFlareBokehShape |
TObjectPtr< class UTexture > |
Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Lens Flares"
- Meta=(editcondition="bOverride_LensFlareBokehShape", DisplayName="BokehShape")
|
| LensFlareBokehSize |
float |
Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Lens Flares"
- Meta=(UIMin="0.0", UIMax="32.0", editcondition="bOverride_LensFlareBokehSize", DisplayName="BokehSize")
|
| LensFlareIntensity |
float |
Brightness scale of the image cased lens flares (linear) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Lens Flares"
- Meta=(UIMin="0.0", UIMax="16.0", editcondition="bOverride_LensFlareIntensity", DisplayName="Intensity")
|
| LensFlareThreshold |
float |
Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Lens Flares"
- Meta=(UIMin="0.1", UIMax="32.0", editcondition="bOverride_LensFlareThreshold", DisplayName="Threshold")
|
| LensFlareTint |
FLinearColor |
Tint color for the image based lens flares. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Lens Flares"
- Meta=(editcondition="bOverride_LensFlareTint", DisplayName="Tint", HideAlphaChannel)
|
| LensFlareTints |
FLinearColor |
RGB defines the lens flare color, A it's position. This is a temporary solution. |
Engine/Scene.h |
- EditAnywhere
- Category="Lens|Lens Flares"
- Meta=(editcondition="bOverride_LensFlareTints", DisplayName="Tints")
|
| LocalExposureBlurredLuminanceBlend |
float |
Local Exposure decomposes luminance of the frame into a base layer and a detail layer. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_LocalExposureBlurredLuminanceBlend", DisplayName="Blurred Luminance Blend")
|
| LocalExposureBlurredLuminanceKernelSizePercent |
float |
Kernel size (percentage of screen) used to blur frame luminance. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="100.0", editcondition="bOverride_LocalExposureBlurredLuminanceKernelSizePercent", DisplayName="Blurred Luminance Kernel Size Percent")
|
| LocalExposureDetailStrength |
float |
Local Exposure decomposes luminance of the frame into a base layer and a detail layer. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="4.0", editcondition="bOverride_LocalExposureDetailStrength", DisplayName="Detail Strength")
|
| LocalExposureHighlightContrastCurve |
TObjectPtr< class UCurveFloat > |
Local Exposure Highlight Contrast based on the scene EV100. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(editcondition="bOverride_LocalExposureHighlightContrastCurve", DisplayName="Highlight Contrast Curve")
|
| LocalExposureHighlightContrastScale |
float |
Local Exposure decomposes luminance of the frame into a base layer and a detail layer. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_LocalExposureHighlightContrastScale", DisplayName="Highlight Contrast")
|
| LocalExposureHighlightThreshold |
float |
Threshold used to determine which regions of the screen are considered highlights. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="4.0", editcondition="bOverride_LocalExposureHighlightThreshold", DisplayName="Highlight Threshold")
|
| LocalExposureHighlightThresholdStrength |
float |
Strength of the highlight threshold. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- AdvancedDisplay
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_LocalExposureHighlightThresholdStrength", DisplayName="Highlight Threshold Strength")
|
| LocalExposureMethod |
ELocalExposureMethod |
Local Exposure algorithm |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(editcondition="bOverride_LocalExposureMethod", DisplayName="Method")
|
| LocalExposureMiddleGreyBias |
float |
Logarithmic adjustment for the local exposure middle grey. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- AdvancedDisplay
- Meta=(UIMin="-15.0", UIMax="15.0", editcondition="bOverride_LocalExposureMiddleGreyBias", DisplayName="Middle Grey Bias")
|
| LocalExposureShadowContrastCurve |
TObjectPtr< class UCurveFloat > |
Local Exposure Shadow Contrast based on the scene EV100. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(editcondition="bOverride_LocalExposureShadowContrastCurve", DisplayName="Shadow Contrast Curve")
|
| LocalExposureShadowContrastScale |
float |
Local Exposure decomposes luminance of the frame into a base layer and a detail layer. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_LocalExposureShadowContrastScale", DisplayName="Shadow Contrast")
|
| LocalExposureShadowThreshold |
float |
Threshold used to determine which regions of the screen are considered shadows. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- Meta=(UIMin="0.0", UIMax="4.0", editcondition="bOverride_LocalExposureShadowThreshold", DisplayName="Shadow Threshold")
|
| LocalExposureShadowThresholdStrength |
float |
Strength of the shadow threshold. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Local Exposure"
- AdvancedDisplay
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_LocalExposureShadowThresholdStrength", DisplayName="Shadow Threshold Strength")
|
| LumenDiffuseColorBoost |
float |
Allows brightening indirect lighting by calculating material diffuse color for indirect lighting. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(ClampMin="1.0", UIMax=".01", ClampMax="4", editcondition="bOverride_LumenDiffuseColorBoost", DisplayName="Diffuse Color Boost")
|
| LumenFinalGatherLightingUpdateSpeed |
float |
Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(ClampMin=".5", UIMax="4", editcondition="bOverride_LumenFinalGatherLightingUpdateSpeed", DisplayName="Final Gather Lighting Update Speed")
|
| LumenFinalGatherQuality |
float |
Scales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin=".25", UIMax="2", editcondition="bOverride_LumenFinalGatherQuality", DisplayName="Final Gather Quality")
|
| LumenFinalGatherScreenTraces |
uint8 |
Whether to use screen space traces for Lumen Global Illumination. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(editcondition="bOverride_LumenFinalGatherScreenTraces", DisplayName="Screen Traces")
|
| LumenFrontLayerTranslucencyReflections |
uint8 |
Whether to use high quality mirror reflections on the front layer of translucent surfaces. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(ClampMin=".25", UIMax="2", editcondition="bOverride_LumenFrontLayerTranslucencyReflections", DisplayName="High Quality Translucency Reflections")
|
| LumenFullSkylightLeakingDistance |
float |
Controls the distance from a receiving surface where skylight leaking reaches its full intensity. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(ClampMin=".1", UIMax="2000", editcondition="bOverride_LumenFullSkylightLeakingDistance", DisplayName="Full Skylight Leaking Distance")
|
| LumenMaxReflectionBounces |
int32 |
Sets the maximum number of recursive reflection bounces. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(ClampMin="1", ClampMax="8", editcondition="bOverride_LumenMaxReflectionBounces", DisplayName="Max Reflection Bounces")
|
| LumenMaxRefractionBounces |
int32 |
The maximum count of refraction event to trace. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(ClampMin="0", ClampMax="64", editcondition="bOverride_LumenMaxRefractionBounces", DisplayName="Max Refraction Bounces")
|
| LumenMaxRoughnessToTraceReflections |
float |
Sets the maximum roughness value for which Lumen still traces dedicated reflection rays. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(ClampMin="0", ClampMax="1", editcondition="bOverride_LumenMaxRoughnessToTraceReflections", DisplayName="Max Roughness To Trace")
|
| LumenMaxTraceDistance |
float |
Controls the maximum distance that Lumen should trace while solving lighting. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin="1", UIMax="2097152", editcondition="bOverride_LumenMaxTraceDistance", DisplayName="Max Trace Distance")
|
| LumenRayLightingMode |
ELumenRayLightingModeOverride |
Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(editcondition="bOverride_LumenRayLightingMode", DisplayName="Ray Lighting Mode")
|
| LumenReflectionQuality |
float |
Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(ClampMin=".25", UIMax="2", editcondition="bOverride_LumenReflectionQuality", DisplayName="Quality")
|
| LumenReflectionsScreenTraces |
uint8 |
Whether to use screen space traces for Lumen Reflections. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections|Lumen Reflections"
- Meta=(editcondition="bOverride_LumenReflectionsScreenTraces", DisplayName="Screen Traces")
|
| LumenSceneDetail |
float |
Controls the size of instances that can be represented in Lumen Scene. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin=".25", UIMax="4", editcondition="bOverride_LumenSceneDetail", DisplayName="Lumen Scene Detail")
|
| LumenSceneLightingQuality |
float |
Scales Lumen Scene's quality. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin=".25", UIMax="2", editcondition="bOverride_LumenSceneLightingQuality", DisplayName="Lumen Scene Lighting Quality")
|
| LumenSceneLightingUpdateSpeed |
float |
Controls how much Lumen Scene is allowed to cache lighting results to improve performance. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(ClampMin=".5", UIMax="4", editcondition="bOverride_LumenSceneLightingUpdateSpeed", DisplayName="Lumen Scene Lighting Update Speed")
|
| LumenSceneViewDistance |
float |
Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin="1", UIMax="2097152", editcondition="bOverride_LumenSceneViewDistance", DisplayName="Lumen Scene View Distance")
|
| LumenSkylightLeaking |
float |
Controls what fraction of the skylight intensity should be allowed to leak. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(ClampMin="0", UIMax=".02", ClampMax="1", editcondition="bOverride_LumenSkylightLeaking", DisplayName="Skylight Leaking")
|
| LumenSkylightLeakingTint |
FLinearColor |
Color tint for Lumen Skylight Leaking. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- AdvancedDisplay
- Meta=(editcondition="bOverride_LumenSkylightLeakingTint", DisplayName="Skylight Leaking Tint", HideAlphaChannel)
|
| LumenSurfaceCacheResolution |
float |
Scale factor for Lumen Surface Cache resolution, for Scene Capture. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Global Illumination|Lumen Global Illumination"
- Meta=(ClampMin=".5", ClampMax="1", editcondition="bOverride_LumenSurfaceCacheResolution", DisplayName="Scene Capture Cache Resolution Scale")
|
| MotionBlurAmount |
float |
Strength of motion blur, 0:off |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Motion Blur"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_MotionBlurAmount", DisplayName="Amount")
|
| MotionBlurMax |
float |
Max distortion caused by motion blur, in percent of the screen width, 0:off |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Motion Blur"
- Meta=(ClampMin="0.0", ClampMax="100.0", editcondition="bOverride_MotionBlurMax", DisplayName="Max")
|
| MotionBlurPerObjectSize |
float |
The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Motion Blur"
- Meta=(ClampMin="0.0", UIMax="100.0", editcondition="bOverride_MotionBlurPerObjectSize", DisplayName="Per Object Size")
|
| MotionBlurTargetFPS |
int32 |
Defines the target FPS for motion blur. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Motion Blur"
- Meta=(ClampMin="0", ClampMax="120", editcondition="bOverride_MotionBlurTargetFPS", DisplayName="Target FPS")
|
| PathTracingEnableDenoiser |
uint32 |
Run the currently loaded denoiser plugin on the last sample to remove noise from the output. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(editcondition="bOverride_PathTracingEnableDenoiser", DisplayName="Denoiser")
|
| PathTracingEnableEmissiveMaterials |
uint32 |
Should emissive materials contribute to scene lighting? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(editcondition="bOverride_PathTracingEnableEmissiveMaterials", DisplayName="Emissive Materials")
|
| PathTracingEnableReferenceAtmosphere |
uint32 |
Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(editcondition="bOverride_PathTracingEnableReferenceAtmosphere", DisplayName="Reference Atmosphere")
|
| PathTracingEnableReferenceDOF |
uint32 |
Enables a reference quality depth-of-field which replaces the post-process effect. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(editcondition="bOverride_PathTracingEnableReferenceDOF", DisplayName="Reference Depth Of Field")
|
| PathTracingIncludeDiffuse |
uint32 |
Should the render include diffuse lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeDiffuse", DisplayName="Diffuse")
|
| PathTracingIncludeEmissive |
uint32 |
Should the render include directly visible emissive elements? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeEmissive", DisplayName="Emissive")
|
| PathTracingIncludeIndirectDiffuse |
uint32 |
Should the render include indirect diffuse lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeIndirectDiffuse", DisplayName="Indirect Diffuse")
|
| PathTracingIncludeIndirectSpecular |
uint32 |
Should the render include indirect specular lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeIndirectSpecular", DisplayName="Indirect Specular")
|
| PathTracingIncludeIndirectVolume |
uint32 |
Should the render include volume lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeIndirectVolume", DisplayName="Indirect Volume")
|
| PathTracingIncludeSpecular |
uint32 |
Should the render include specular lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeSpecular", DisplayName="Specular")
|
| PathTracingIncludeVolume |
uint32 |
Should the render include volume lighting contributions? |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing|Lighting Components"
- Meta=(editcondition="bOverride_PathTracingIncludeVolume", DisplayName="Volume")
|
| PathTracingMaxBounces |
int32 |
Path Tracing. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(ClampMin="0", ClampMax="100", editcondition="bOverride_PathTracingMaxBounces", DisplayName="Max. Bounces")
|
| PathTracingMaxPathIntensity |
float |
Sets the maximum intensity of indirect samples to reduce fireflies. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(ClampMin="1.0", ClampMax="65504.0", editcondition="bOverride_PathTracingMaxPathIntensity", DisplayName="Max Path Intensity")
|
| PathTracingSamplesPerPixel |
int32 |
Sets the samples per pixel for the path tracer. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Path Tracing"
- Meta=(ClampMin="1", UIMax="65536", editcondition="bOverride_PathTracingSamplesPerPixel", DisplayName="Samples Per Pixel")
|
| PreviewBlendable |
TObjectPtr< UObject > |
For editor material preview windows, we need to support visualizing the output of a blendable that writes to a UserSceneTexture. |
Engine/Scene.h |
|
| RayTracingAO |
uint32 |
Enables ray tracing ambient occlusion. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ray Tracing Ambient Occlusion"
- Meta=(editcondition="bOverride_RayTracingAO", DisplayName="Enabled")
|
| RayTracingAOIntensity |
float |
Scalar factor on the ray-tracing ambient occlusion score. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ray Tracing Ambient Occlusion"
- Meta=(ClampMin="0.0", ClampMax="1.0", editcondition="bOverride_RayTracingAOIntensity", DisplayName="Intensity")
|
| RayTracingAORadius |
float |
Defines the world-space search radius for occlusion rays. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ray Tracing Ambient Occlusion"
- Meta=(ClampMin="0.0", ClampMax="10000.0", editcondition="bOverride_RayTracingAORadius", DisplayName="Radius")
|
| RayTracingAOSamplesPerPixel |
int32 |
Sets the samples per pixel for ray tracing ambient occlusion. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Ray Tracing Ambient Occlusion"
- Meta=(ClampMin="1", ClampMax="65536", editcondition="bOverride_RayTracingAOSamplesPerPixel", DisplayName="Samples Per Pixel")
|
| RayTracingTranslucencyMaxPrimaryHitEvents |
int32 |
Maximum number of hit events allowed on primary ray paths |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(ClampMin="1", ClampMax="64", editcondition="bOverride_RayTracingTranslucencyMaxPrimaryHitEvents", DisplayName="Max. Primary Hit Events", TranslucencyType="RayTraced")
|
| RayTracingTranslucencyMaxRoughness |
float |
Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(ClampMin="0.01", ClampMax="1.0", editcondition="bOverride_RayTracingTranslucencyMaxRoughness", DisplayName="Max Roughness", TranslucencyType="RayTraced_Deprecated")
|
| RayTracingTranslucencyMaxSecondaryHitEvents |
int32 |
Maximum number of hit events allowed on secondary ray paths |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(ClampMin="0", ClampMax="64", editcondition="bOverride_RayTracingTranslucencyMaxSecondaryHitEvents", DisplayName="Max. Secondary Hit Events", TranslucencyType="RayTraced")
|
| RayTracingTranslucencyRefraction |
uint8 |
Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event). |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(editcondition="bOverride_RayTracingTranslucencyRefraction", DisplayName="Refraction", TranslucencyType="RayTraced_Deprecated")
|
| RayTracingTranslucencyRefractionRays |
int32 |
Sets the maximum number of ray tracing refraction rays. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(ClampMin="0", ClampMax="50", editcondition="bOverride_RayTracingTranslucencyRefractionRays", DisplayName="Max. Refraction Rays", TranslucencyType="RayTraced_Deprecated")
|
| RayTracingTranslucencySamplesPerPixel |
int32 |
Sets the samples per pixel for ray traced translucency. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(ClampMin="1", ClampMax="65536", editcondition="bOverride_RayTracingTranslucencySamplesPerPixel", DisplayName="Samples Per Pixel", TranslucencyType="RayTraced_Deprecated")
|
| RayTracingTranslucencyShadows |
EReflectedAndRefractedRayTracedShadows |
Sets the translucency shadows type. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(editcondition="bOverride_RayTracingTranslucencyShadows", DisplayName="Shadows", TranslucencyType="RayTraced_Deprecated")
|
| RayTracingTranslucencyUseRayTracedRefraction |
uint8 |
Whether to use ray traced refraction which currently doesn't work well with rough refraction or simulate it using a screen space effect |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(editcondition="bOverride_RayTracingTranslucencyUseRayTracedRefraction", DisplayName="Use Ray Traced Refraction", TranslucencyType="RayTraced")
|
| ReflectionMethod |
TEnumAsByte< EReflectionMethod::Type > |
Chooses the Reflection method. Not compatible with Forward Shading. |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Reflections"
- Meta=(editcondition="bOverride_ReflectionMethod", DisplayName="Method")
|
| SceneColorTint |
FLinearColor |
Scene tint color |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(editcondition="bOverride_SceneColorTint", HideAlphaChannel)
|
| SceneFringeIntensity |
float |
In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Chromatic Aberration"
- Meta=(UIMin="0.0", UIMax="5.0", editcondition="bOverride_SceneFringeIntensity", DisplayName="Intensity")
|
| ScreenSpaceReflectionIntensity |
float |
Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Reflections|Screen Space Reflections"
- Meta=(ClampMin="0.0", ClampMax="100.0", editcondition="bOverride_ScreenSpaceReflectionIntensity", DisplayName="Intensity")
|
| ScreenSpaceReflectionMaxRoughness |
float |
Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Reflections|Screen Space Reflections"
- Meta=(ClampMin="0.01", ClampMax="1.0", editcondition="bOverride_ScreenSpaceReflectionMaxRoughness", DisplayName="Max Roughness")
|
| ScreenSpaceReflectionQuality |
float |
0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Reflections|Screen Space Reflections"
- Meta=(ClampMin="0.0", UIMax="100.0", editcondition="bOverride_ScreenSpaceReflectionQuality", DisplayName="Quality")
|
| Sharpen |
float |
Controls the strength of image sharpening applied during tonemapping. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Image Effects"
- Meta=(ClampMin="0.0", ClampMax="10.0", UIMin="0.0", UIMax="2.0", editcondition="bOverride_Sharpen")
|
| TemperatureType |
TEnumAsByte< enum ETemperatureMethod > |
Selects the type of temperature calculation. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Temperature"
- Meta=(DisplayName="Temperature Type", editcondition="bOverride_TemperatureType")
|
| ToneCurveAmount |
float |
Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve) |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Misc"
- Meta=(ClampMin="0.0", UIMax="1.0", editcondition="bOverride_ToneCurveAmount")
|
| TranslucencyType |
ETranslucencyType |
Sets the translucency type |
Engine/Scene.h |
- Interp
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features|Translucency"
- Meta=(editcondition="bOverride_TranslucencyType", DisplayName="Translucency Method")
|
| UserFlags |
int32 |
Per-view user flags accessible in materials via TestPostVolumeUserFlag node, allowing per-view overrides of material behavior. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features"
- Meta=(editcondition="bOverride_UserFlags", DisplayName="User Flags")
|
| VignetteIntensity |
float |
0..1 0=off/no vignette .. 1=strong vignette |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Lens|Image Effects"
- Meta=(UIMin="0.0", UIMax="1.0", editcondition="bOverride_VignetteIntensity")
|
| WeightedBlendables |
FWeightedBlendables |
Note: Adding properties before this line require also changes to the OverridePostProcessSettings() function and FPostProcessSettings constructor and possibly the SetBaseValues() method. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Rendering Features"
- Meta=(Keywords="PostProcess", DisplayName="Post Process Materials")
|
| WhiteTemp |
float |
Controls the color temperature or white balance in degrees Kelvin which the scene considers as white light. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Temperature"
- Meta=(UIMin="1500.0", UIMax="15000.0", editcondition="bOverride_WhiteTemp", DisplayName="Temp")
|
| WhiteTint |
float |
Controls the color of the scene along the magenta - green axis (orthogonal to the color temperature). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Color Grading|Temperature"
- Meta=(UIMin="-1.0", UIMax="1.0", editcondition="bOverride_WhiteTint", DisplayName="Tint")
|