Small changes in Carla plugin for settings
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@ -1,9 +1,9 @@
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "Carla.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#include "ISettingsContainer.h"
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#include "Developer/Settings/Public/ISettingsModule.h"
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#include "Developer/Settings/Public/ISettingsSection.h"
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#include "Developer/Settings/Public/ISettingsContainer.h"
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#include "Settings/CarlaSettings.h"
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#define LOCTEXT_NAMESPACE "FCarlaModule"
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@ -117,5 +117,5 @@ private:
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TArray<UInstancedStaticMeshComponent *> MeshInstatiators;
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UPROPERTY(Category = "Meshes", EditAnywhere)
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float MaxDrawDistance = 10000.0f;
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float MaxDrawDistance = 10000.0f; /** @todo: move to carlasettings */
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};
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@ -18,7 +18,7 @@
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#include "Kismet/GameplayStatics.h"
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#include "Engine/DirectionalLight.h"
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#include "Engine/PointLight.h"
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#include "Landscape.h"
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//#include "Landscape.h" //--> needs Lanscape module in the build cs
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#include "Components/StaticMeshComponent.h"
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@ -204,7 +204,7 @@ void UCarlaSettings::ApplyQualitySettingsLevelPostRestart() const
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world->Exec(world,TEXT("r.HZBOcclusion 0"));
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world->Exec(world,TEXT("r.MinScreenRadiusForLights 0.01"));
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world->Exec(world,TEXT("r.SeparateTranslucency 0"));
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world->Exec(world,TEXT("r.FinishCurrentFrame 1"));
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world->Exec(world,TEXT("r.FinishCurrentFrame 0"));
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world->Exec(world,TEXT("r.MotionBlurQuality 0"));
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world->Exec(world,TEXT("r.PostProcessAAQuality 0"));
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world->Exec(world,TEXT("r.BloomQuality 1"));
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@ -226,14 +226,17 @@ void UCarlaSettings::ApplyQualitySettingsLevelPostRestart() const
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world->Exec(world,TEXT("r.Foliage.DitheredLOD 0"));
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world->Exec(world,TEXT("r.ForwardShading 0"));
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world->Exec(world,TEXT("sg.PostProcessQuality 0"));
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world->Exec(world,TEXT("r.ViewDistanceScale 0.1"));
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world->Exec(world,TEXT("r.ViewDistanceScale 0.1"));
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world->Exec(world,TEXT("sg.ShadowQuality 0"));
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world->Exec(world,TEXT("sg.TextureQuality 0"));
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world->Exec(world,TEXT("sg.EffectsQuality 0"));
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world->Exec(world,TEXT("FoliageQuality 0"));
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world->Exec(world,TEXT("foliage.DensityScale 0"));
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world->Exec(world,TEXT("grass.DensityScale 0"));
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world->Exec(world,TEXT("r.TranslucentLightingVolume 0"));
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world->Exec(world,TEXT("r.LightShaftDownSampleFactor 4"));
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world->Exec(world,TEXT("r.OcclusionQueryLocation 1"));
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world->Exec(world,TEXT("r.BasePassOutputsVelocity 0"));
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//world->Exec(world,TEXT("r.DetailMode 0")); //-->will change to lods 0
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//iterate all vehicles and people, set the draw distance
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TArray<AActor*> actors;
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@ -19,7 +19,7 @@ enum class EQualitySettingsLevel : uint8
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Low UMETA(DisplayName = "Low"),
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Medium UMETA(DisplayName = "Medium"),
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High UMETA(DisplayName = "High"),
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Epic UMETA(DisplayName = "Epic") ,
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Epic UMETA(DisplayName = "Epic")
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};
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@ -178,10 +178,10 @@ private:
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/** Quality Settings level. */
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UPROPERTY(Category = "Quality Settings", VisibleAnywhere, meta =(AllowPrivateAccess="true"))
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EQualitySettingsLevel DefaultQualitySettingsLevel = EQualitySettingsLevel::None;
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public:
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//UPROPERTY(Category = "Quality Settings", EditAnywhere, config)
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//TArray<UMaterial*> RoadMaterials;
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UPROPERTY(Category = "Quality Settings", EditAnywhere, config)
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TArray<TSubclassOf<UMaterial>> RoadMaterials;
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//distances
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UPROPERTY(Category = "Quality Settings/Low", EditAnywhere, config)
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