Show / Hide Table of Contents

Class RendererSettings

Rendering settings.

Inheritance
System.Object
UObject
DeveloperSettings
RendererSettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class RendererSettings : DeveloperSettings

Properties

| Improve this Doc View Source

bAllowStaticLighting

Declaration
public bool bAllowStaticLighting { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bBasePassOutputsVelocity

Declaration
public bool bBasePassOutputsVelocity { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bClearCoatEnableSecondNormal

Declaration
public bool bClearCoatEnableSecondNormal { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bCompressMeshDistanceFields

Declaration
public bool bCompressMeshDistanceFields { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bCustomDepthTaaJitter

Declaration
public bool bCustomDepthTaaJitter { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDBuffer

Declaration
public bool bDBuffer { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureAmbientOcclusion

Declaration
public bool bDefaultFeatureAmbientOcclusion { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureAmbientOcclusionStaticFraction

Declaration
public bool bDefaultFeatureAmbientOcclusionStaticFraction { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureAutoExposure

Declaration
public bool bDefaultFeatureAutoExposure { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureBloom

Declaration
public bool bDefaultFeatureBloom { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureLensFlare

Declaration
public bool bDefaultFeatureLensFlare { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultFeatureMotionBlur

Declaration
public bool bDefaultFeatureMotionBlur { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDefaultParticleCutouts

Declaration
public bool bDefaultParticleCutouts { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bDiscardUnusedQualityLevels

Declaration
public bool bDiscardUnusedQualityLevels { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bEarlyZPassMovable

Declaration
public bool bEarlyZPassMovable { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bEarlyZPassOnlyMaterialMasking

Declaration
public bool bEarlyZPassOnlyMaterialMasking { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bEightBitMeshDistanceFields

Declaration
public bool bEightBitMeshDistanceFields { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bEnableAlphaChannelInPostProcessing

Configures alpha channel support in renderer's post processing chain. Still experimental: works only with Temporal AA, Motion Blur, Circle Depth Of Field. This option also force disable the separate translucency.

Declaration
public byte bEnableAlphaChannelInPostProcessing { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

bExtendDefaultLuminanceRangeInAutoExposureSettings

Declaration
public bool bExtendDefaultLuminanceRangeInAutoExposureSettings { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bForwardShading

Declaration
public bool bForwardShading { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bGenerateLandscapeGIData

Declaration
public bool bGenerateLandscapeGIData { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bGenerateMeshDistanceFields

Declaration
public bool bGenerateMeshDistanceFields { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bGlobalClipPlane

Declaration
public bool bGlobalClipPlane { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bGPUSkinLimit2BoneInfluences

Declaration
public bool bGPUSkinLimit2BoneInfluences { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bInstancedStereo

Declaration
public bool bInstancedStereo { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileAllowDistanceFieldShadows

Declaration
public bool bMobileAllowDistanceFieldShadows { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileAllowDitheredLODTransition

Declaration
public bool bMobileAllowDitheredLODTransition { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileAllowMovableDirectionalLights

Declaration
public bool bMobileAllowMovableDirectionalLights { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileAllowSoftwareOcclusionCulling

Declaration
public bool bMobileAllowSoftwareOcclusionCulling { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileDisableVertexFog

Declaration
public bool bMobileDisableVertexFog { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileDynamicPointLightsUseStaticBranch

Declaration
public bool bMobileDynamicPointLightsUseStaticBranch { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileEnableMovableLightCSMShaderCulling

Declaration
public bool bMobileEnableMovableLightCSMShaderCulling { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileEnableStaticAndCSMShadowReceivers

Declaration
public bool bMobileEnableStaticAndCSMShadowReceivers { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileHDR

Declaration
public bool bMobileHDR { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileMultiView

Declaration
public bool bMobileMultiView { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileMultiViewDirect

Declaration
public bool bMobileMultiViewDirect { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMobileUseLegacyShadingModel

Declaration
public bool bMobileUseLegacyShadingModel { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMonoscopicFarField

Declaration
public bool bMonoscopicFarField { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bMultiView

Declaration
public bool bMultiView { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bNvidiaAftermathEnabled

Declaration
public bool bNvidiaAftermathEnabled { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bOcclusionCulling

Declaration
public bool bOcclusionCulling { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bODSCapture

Declaration
public bool bODSCapture { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bPrecomputedVisibilityWarning

Declaration
public bool bPrecomputedVisibilityWarning { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bRenderUnbuiltPreviewShadowsInGame

Declaration
public bool bRenderUnbuiltPreviewShadowsInGame { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bRoundRobinOcclusion

Declaration
public bool bRoundRobinOcclusion { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSelectiveBasePassOutputs

Declaration
public bool bSelectiveBasePassOutputs { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSeparateTranslucency

Declaration
public bool bSeparateTranslucency { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bStencilForLODDither

Declaration
public bool bStencilForLODDither { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportAtmosphericFog

Declaration
public bool bSupportAtmosphericFog { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportDepthOnlyIndexBuffers

Declaration
public bool bSupportDepthOnlyIndexBuffers { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportLowQualityLightmaps

Declaration
public bool bSupportLowQualityLightmaps { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportMaterialLayers

Declaration
public bool bSupportMaterialLayers { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportPointLightWholeSceneShadows

Declaration
public bool bSupportPointLightWholeSceneShadows { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportReversedIndexBuffers

Declaration
public bool bSupportReversedIndexBuffers { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportSkinCacheShaders

Declaration
public bool bSupportSkinCacheShaders { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bSupportStationarySkylight

Declaration
public bool bSupportStationarySkylight { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bTemporalUpsampling

Declaration
public bool bTemporalUpsampling { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bTextureStreaming

Declaration
public bool bTextureStreaming { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUseDXT5NormalMaps

Declaration
public bool bUseDXT5NormalMaps { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUseGPUMorphTargets

Declaration
public bool bUseGPUMorphTargets { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUseNewAlgorithm

Declaration
public bool bUseNewAlgorithm { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUseNormalMapsForStaticLighting

Declaration
public bool bUseNormalMapsForStaticLighting { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bUsePreExposure

Declaration
public bool bUsePreExposure { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

bVertexFoggingForOpaque

Declaration
public bool bVertexFoggingForOpaque { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

ClearSceneMethod

Select how the g-buffer is cleared in game mode (only affects deferred shading).

Declaration
public byte ClearSceneMethod { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

CustomDepthStencil

Whether the custom depth pass for tagging primitives for postprocessing passes is enabled. Enabling it on demand can save memory but may cause a hitch the first time the feature is used.

Declaration
public byte CustomDepthStencil { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

DefaultBackBufferPixelFormat

Pixel format used for back buffer, when not specified

Declaration
public byte DefaultBackBufferPixelFormat { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

DefaultFeatureAntiAliasing

Which anti-aliasing mode is used by default

Declaration
public byte DefaultFeatureAntiAliasing { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

DefaultFeatureAutoExposure

The default method for AutoExposure(postprocess volume/camera/game setting can still override and enable or disable it independently)

Declaration
public byte DefaultFeatureAutoExposure { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

DefaultObject

Get UE4 Default Object for this Class

Declaration
public static RendererSettings DefaultObject { get; }
Property Value
Type Description
RendererSettings
| Improve this Doc View Source

EarlyZPass

Whether to use a depth only pass to initialize Z culling for the base pass.

Declaration
public byte EarlyZPass { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

GBufferFormat

Selects which GBuffer format should be used. Affects performance primarily via how much GPU memory bandwidth used.

Declaration
public byte GBufferFormat { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

GPUSimulationTextureSizeX

The X size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.

Declaration
public int GPUSimulationTextureSizeX { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

GPUSimulationTextureSizeY

The Y size of the GPU simulation texture size. SizeX*SizeY determines the maximum number of GPU simulated particles in an emitter. Potentially overridden by CVar settings in BaseDeviceProfile.ini.

Declaration
public int GPUSimulationTextureSizeY { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

MaxMobileCascades

The maximum number of cascades with which to render dynamic directional light shadows when using the mobile renderer.

Declaration
public int MaxMobileCascades { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

MinScreenRadiusForCSMdepth

Screen radius at which objects are culled for cascaded shadow map depth passes. Larger values can improve performance but can cause artifacts as objects stop casting shadows.

Declaration
public float MinScreenRadiusForCSMdepth { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

MinScreenRadiusForEarlyZPass

Screen radius at which objects are culled for the early Z pass. Larger values can improve performance but very large values can degrade performance if large occluders are not rendered.

Declaration
public float MinScreenRadiusForEarlyZPass { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

MinScreenRadiusForLights

Screen radius at which lights are culled. Larger values can improve performance but causes lights to pop off when they affect a small area of the screen.

Declaration
public float MinScreenRadiusForLights { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

MobileMSAASampleCount

Multi-sample anti-aliasing setting to use on mobile.

Declaration
public byte MobileMSAASampleCount { get; set; }
Property Value
Type Description
System.Byte
Remarks

MSAA is currently supported using Metal on iOS, and on Android devices with the required support using ES 2 or ES 3.1. If MSAA is not available, the current default AA method will be used.

| Improve this Doc View Source

ReflectionCaptureResolution

The cubemap resolution for all reflection capture probes. Must be power of 2. Note that for very high values the memory and performance impact may be severe.

Declaration
public int ReflectionCaptureResolution { get; set; }
Property Value
Type Description
System.Int32
| Improve this Doc View Source

ReflectionEnvironmentLightmapMixBasedOnRoughness

Declaration
public bool ReflectionEnvironmentLightmapMixBasedOnRoughness { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

SkinCacheSceneMemoryLimitInMB

Maximum amount of memory (in MB) per world/scene allowed for the Compute Skincache to generate output vertex data and recompute tangents.

Declaration
public float SkinCacheSceneMemoryLimitInMB { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
| Improve this Doc View Source

TessellationAdaptivePixelsPerTriangle

When adaptive tessellation is enabled it will try to tessellate a mesh so that each triangle contains the specified number of pixels. The tessellation multiplier specified in the material can increase or decrease the amount of tessellation.

Declaration
public float TessellationAdaptivePixelsPerTriangle { get; set; }
Property Value
Type Description
System.Single
| Improve this Doc View Source

TranslucentSortAxis

The axis that sorting will occur along when Translucent Sort Policy is set to SortAlongAxis.

Declaration
public Vector TranslucentSortAxis { get; set; }
Property Value
Type Description
Vector
| Improve this Doc View Source

TranslucentSortPolicy

The sort mode for translucent primitives, affecting how they are ordered and how they change order as the camera moves. Requires that Separate Translucency (under Postprocessing) is true.

Declaration
public byte TranslucentSortPolicy { get; set; }
Property Value
Type Description
System.Byte
| Improve this Doc View Source

WireframeCullThreshold

Screen radius at which wireframe objects are culled. Larger values can improve performance when viewing a scene in wireframe.

Declaration
public float WireframeCullThreshold { get; set; }
Property Value
Type Description
System.Single

Methods

| Improve this Doc View Source

New(UObject, Name)

Spawn an object of this class

Declaration
public static RendererSettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
RendererSettings

Operators

| Improve this Doc View Source

Implicit(IntPtr to RendererSettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator RendererSettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
RendererSettings
  • Improve this Doc
  • View Source
Back to top Generated by DocFX