Class RendererSettings
Inheritance
System.Object
RendererSettings
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class RendererSettings : DeveloperSettings
Properties
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bAllowStaticLighting
Declaration
public bool bAllowStaticLighting { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bBasePassOutputsVelocity
Declaration
public bool bBasePassOutputsVelocity { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bClearCoatEnableSecondNormal
Declaration
public bool bClearCoatEnableSecondNormal { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCompressMeshDistanceFields
Declaration
public bool bCompressMeshDistanceFields { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCustomDepthTaaJitter
Declaration
public bool bCustomDepthTaaJitter { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDBuffer
Declaration
public bool bDBuffer { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureAmbientOcclusion
Declaration
public bool bDefaultFeatureAmbientOcclusion { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureAmbientOcclusionStaticFraction
Declaration
public bool bDefaultFeatureAmbientOcclusionStaticFraction { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureAutoExposure
Declaration
public bool bDefaultFeatureAutoExposure { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureBloom
Declaration
public bool bDefaultFeatureBloom { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureLensFlare
Declaration
public bool bDefaultFeatureLensFlare { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultFeatureMotionBlur
Declaration
public bool bDefaultFeatureMotionBlur { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDefaultParticleCutouts
Declaration
public bool bDefaultParticleCutouts { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDiscardUnusedQualityLevels
Declaration
public bool bDiscardUnusedQualityLevels { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEarlyZPassMovable
Declaration
public bool bEarlyZPassMovable { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEarlyZPassOnlyMaterialMasking
Declaration
public bool bEarlyZPassOnlyMaterialMasking { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEightBitMeshDistanceFields
Declaration
public bool bEightBitMeshDistanceFields { get; set; }
Property Value
Type |
Description |
System.Boolean |
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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 |
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bExtendDefaultLuminanceRangeInAutoExposureSettings
Declaration
public bool bExtendDefaultLuminanceRangeInAutoExposureSettings { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bForwardShading
Declaration
public bool bForwardShading { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateLandscapeGIData
Declaration
public bool bGenerateLandscapeGIData { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateMeshDistanceFields
Declaration
public bool bGenerateMeshDistanceFields { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGlobalClipPlane
Declaration
public bool bGlobalClipPlane { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bGPUSkinLimit2BoneInfluences
Declaration
public bool bGPUSkinLimit2BoneInfluences { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bInstancedStereo
Declaration
public bool bInstancedStereo { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileAllowDistanceFieldShadows
Declaration
public bool bMobileAllowDistanceFieldShadows { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileAllowDitheredLODTransition
Declaration
public bool bMobileAllowDitheredLODTransition { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileAllowMovableDirectionalLights
Declaration
public bool bMobileAllowMovableDirectionalLights { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileAllowSoftwareOcclusionCulling
Declaration
public bool bMobileAllowSoftwareOcclusionCulling { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileDisableVertexFog
Declaration
public bool bMobileDisableVertexFog { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileDynamicPointLightsUseStaticBranch
Declaration
public bool bMobileDynamicPointLightsUseStaticBranch { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileEnableMovableLightCSMShaderCulling
Declaration
public bool bMobileEnableMovableLightCSMShaderCulling { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileEnableStaticAndCSMShadowReceivers
Declaration
public bool bMobileEnableStaticAndCSMShadowReceivers { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileHDR
Declaration
public bool bMobileHDR { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileMultiView
Declaration
public bool bMobileMultiView { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileMultiViewDirect
Declaration
public bool bMobileMultiViewDirect { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMobileUseLegacyShadingModel
Declaration
public bool bMobileUseLegacyShadingModel { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMonoscopicFarField
Declaration
public bool bMonoscopicFarField { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bMultiView
Declaration
public bool bMultiView { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bNvidiaAftermathEnabled
Declaration
public bool bNvidiaAftermathEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bOcclusionCulling
Declaration
public bool bOcclusionCulling { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bODSCapture
Declaration
public bool bODSCapture { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bPrecomputedVisibilityWarning
Declaration
public bool bPrecomputedVisibilityWarning { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bRenderUnbuiltPreviewShadowsInGame
Declaration
public bool bRenderUnbuiltPreviewShadowsInGame { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bRoundRobinOcclusion
Declaration
public bool bRoundRobinOcclusion { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSelectiveBasePassOutputs
Declaration
public bool bSelectiveBasePassOutputs { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSeparateTranslucency
Declaration
public bool bSeparateTranslucency { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bStencilForLODDither
Declaration
public bool bStencilForLODDither { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportAtmosphericFog
Declaration
public bool bSupportAtmosphericFog { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportDepthOnlyIndexBuffers
Declaration
public bool bSupportDepthOnlyIndexBuffers { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportLowQualityLightmaps
Declaration
public bool bSupportLowQualityLightmaps { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportMaterialLayers
Declaration
public bool bSupportMaterialLayers { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportPointLightWholeSceneShadows
Declaration
public bool bSupportPointLightWholeSceneShadows { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportReversedIndexBuffers
Declaration
public bool bSupportReversedIndexBuffers { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportSkinCacheShaders
Declaration
public bool bSupportSkinCacheShaders { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportStationarySkylight
Declaration
public bool bSupportStationarySkylight { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bTemporalUpsampling
Declaration
public bool bTemporalUpsampling { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bTextureStreaming
Declaration
public bool bTextureStreaming { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseDXT5NormalMaps
Declaration
public bool bUseDXT5NormalMaps { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseGPUMorphTargets
Declaration
public bool bUseGPUMorphTargets { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseNewAlgorithm
Declaration
public bool bUseNewAlgorithm { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseNormalMapsForStaticLighting
Declaration
public bool bUseNormalMapsForStaticLighting { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUsePreExposure
Declaration
public bool bUsePreExposure { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bVertexFoggingForOpaque
Declaration
public bool bVertexFoggingForOpaque { get; set; }
Property Value
Type |
Description |
System.Boolean |
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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 |
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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 |
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Pixel format used for back buffer, when not specified
Declaration
public byte DefaultBackBufferPixelFormat { get; set; }
Property Value
Type |
Description |
System.Byte |
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DefaultFeatureAntiAliasing
Which anti-aliasing mode is used by default
Declaration
public byte DefaultFeatureAntiAliasing { get; set; }
Property Value
Type |
Description |
System.Byte |
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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 |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static RendererSettings DefaultObject { get; }
Property Value
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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MobileMSAASampleCount
Multi-sample anti-aliasing setting to use on mobile.
Declaration
public byte MobileMSAASampleCount { get; set; }
Property Value
Type |
Description |
System.Byte |
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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 |
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ReflectionEnvironmentLightmapMixBasedOnRoughness
Declaration
public bool ReflectionEnvironmentLightmapMixBasedOnRoughness { get; set; }
Property Value
Type |
Description |
System.Boolean |
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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 |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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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 |
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TranslucentSortAxis
The axis that sorting will occur along when Translucent Sort Policy is set to SortAlongAxis.
Declaration
public Vector TranslucentSortAxis { get; set; }
Property Value
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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 |
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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 |
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Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static RendererSettings New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to RendererSettings)
Convert from IntPtr to UObject
Declaration
public static implicit operator RendererSettings(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns