Change in draw distances for CarlaSettings
This commit is contained in:
parent
39f7fc9d25
commit
3aecac81bc
11
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/MapGen/CityMapMeshHolder.cpp
Normal file → Executable file
11
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/MapGen/CityMapMeshHolder.cpp
Normal file → Executable file
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@ -10,8 +10,7 @@
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#include "Components/InstancedStaticMeshComponent.h"
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#include "Engine/StaticMesh.h"
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#include <vector>
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#include "Settings/CarlaSettings.h"
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using tag_size_t = std::underlying_type<ECityMapMeshTag>::type;
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@ -141,7 +140,7 @@ void ACityMapMeshHolder::AddInstance(ECityMapMeshTag Tag, FTransform Transform)
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staticmeshcomponent->SetStaticMesh(instantiator.GetStaticMesh());
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//occlussion
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StaticMeshActor->Tags.Add(FName("CARLA_ROAD"));
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StaticMeshActor->Tags.Add(UCarlaSettings::CARLA_ROAD_TAG);
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staticmeshcomponent->bAllowCullDistanceVolume=true;
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staticmeshcomponent->bUseAsOccluder=false;
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staticmeshcomponent->LDMaxDrawDistance = MaxDrawDistance;
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@ -173,15 +172,13 @@ void ACityMapMeshHolder::ResetInstantiators()
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instantiator.SetStaticMesh(GetStaticMesh(CityMapMeshTag::FromUInt(i)));
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}
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const FName roadtag = FName("CARLA_ROAD");
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TArray<AActor*> roadpieces;
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GetAttachedActors(roadpieces);
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for(int32 i=roadpieces.Num()-1; i>=0; i--)
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{
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//UE_LOG(LogTemp,Display,TEXT("ACityMapMeshHolder::ResetInstantiators Destroyed %s"),*Children[i]->GetName());
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if(roadpieces[i]->Tags.Contains(roadtag))
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if(roadpieces[i]->Tags.Contains(UCarlaSettings::CARLA_ROAD_TAG))
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{
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roadpieces[i]->Destroy();
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}
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@ -25,7 +25,7 @@ static auto MakeCharBuffer(const FString &String)
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{
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const char *Ptr = TCHAR_TO_UTF8(*String);
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auto Buffer = MakeUnique<char[]>(std::strlen(Ptr) + 1u); // + null terminator.
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#if _WIN32
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#if defined(_WIN32)
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strcpy_s(Buffer.Get(),String.Len()+1, Ptr);
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#else
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std::strcpy(Buffer.Get(), Ptr);
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279
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Settings/CarlaSettings.cpp
Normal file → Executable file
279
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Settings/CarlaSettings.cpp
Normal file → Executable file
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@ -6,7 +6,6 @@
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#include "Carla.h"
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#include "CarlaSettings.h"
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#include "DynamicWeather.h"
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#include "Settings/CameraDescription.h"
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#include "Settings/LidarDescription.h"
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@ -19,7 +18,8 @@
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#include "Engine/DirectionalLight.h"
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#include "Engine/PointLight.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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#include "Engine/StaticMesh.h"
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#include "Materials/MaterialInstance.h"
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// INI file sections.
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@ -28,6 +28,12 @@
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#define S_CARLA_SENSOR TEXT("CARLA/Sensor")
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#define S_CARLA_QUALITYSETTINGS TEXT("CARLA/QualitySettings")
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// =============================================================================
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// -- Static variables & constants ---------------------------------------------
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// =============================================================================
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const FName UCarlaSettings::CARLA_ROAD_TAG = FName("CARLA_ROAD");
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// =============================================================================
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// -- Static methods -----------------------------------------------------------
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// =============================================================================
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@ -118,7 +124,10 @@ static void LoadSettingsFromConfig(
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ConfigFile.GetString(S_CARLA_QUALITYSETTINGS, TEXT("DefaultLevel"), sDefaultLevel);
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if(!Settings.SetQualitySettingsLevel(FQualitySettings::FromString(sDefaultLevel)))
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{
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///apply pre-restart.... @todo
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//error
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} else
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{
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//apply pre-restart....
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}
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@ -186,121 +195,11 @@ bool UCarlaSettings::SetQualitySettingsLevel(EQualitySettingsLevel newDefaultLev
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void UCarlaSettings::ApplyQualitySettingsLevelPostRestart() const
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{
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UWorld *world = GetWorld();
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if(!world) return ;
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//set the quality settings now
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switch(DefaultQualitySettingsLevel)
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{
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case EQualitySettingsLevel::Low: {//r.SSR.qualitylaunch commands to lower quality settings
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world->Exec(world,TEXT("r.DefaultFeature.MotionBlur 0"));
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world->Exec(world,TEXT("r.DefaultFeature.Bloom 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AmbientOcclusion 0"));
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world->Exec(world,TEXT("r.AmbientOcclusionLevels 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AmbientOcclusionStaticFraction 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AutoExposure 0"));
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world->Exec(world,TEXT("r.RHICmdBypass 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AntiAliasing 2"));
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world->Exec(world,TEXT("r.Streaming.PoolSize 2000"));
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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 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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world->Exec(world,TEXT("r.SSR.Quality 0"));
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world->Exec(world,TEXT("r.DepthOfFieldQuality 0"));
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world->Exec(world,TEXT("r.SceneColorFormat 2"));
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world->Exec(world,TEXT("r.TranslucencyVolumeBlur 0"));
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world->Exec(world,TEXT("r.TranslucencyLightingVolumeDim 4"));
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world->Exec(world,TEXT("r.MaxAnisotropy 8"));
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world->Exec(world,TEXT("r.LensFlareQuality 0"));
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world->Exec(world,TEXT("r.SceneColorFringeQuality 0"));
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world->Exec(world,TEXT("r.FastBlurThreshold 0"));
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world->Exec(world,TEXT("r.SSR.MaxRoughness 0.1"));
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world->Exec(world,TEXT("r.AllowOcclusionQueries 1"));
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world->Exec(world,TEXT("r.SSR 0"));
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world->Exec(world,TEXT("r.StencilForLODDither 1"));
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world->Exec(world,TEXT("r.EarlyZPass 1"));
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world->Exec(world,TEXT("r.EarlyZPassMovable 1"));
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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("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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int32 i;
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//iterate all terrain, deactivate the actor
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/*UGameplayStatics::GetAllActorsOfClass(world, ALandscape::StaticClass(), actors);
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for(i=0; i<actors.Num(); i++)
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{
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ALandscape* landscape = Cast<ALandscape>(actors[i]);
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if(landscape)
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{
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landscape->DisableComponentsSimulatePhysics();
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landscape->bUseLandscapeForCullingInvisibleHLODVertices=true;
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}
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}*/
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//iterate all directional lights, deactivate shadows
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UGameplayStatics::GetAllActorsOfClass(world, ALight::StaticClass(), actors);
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for(i=0;i<actors.Num();i++)
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{
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//tweak directional lights
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ADirectionalLight* directionallight = Cast<ADirectionalLight>(actors[i]);
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if(directionallight)
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{
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directionallight->SetCastShadows(false);
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directionallight->SetLightFunctionFadeDistance(LowLightFadeDistance);
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continue;
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}
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//disable point lights
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/*
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APointLight* pointlight = Cast<APointLight>(actors[i]);
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if(pointlight)
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{
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actors[i]->SetActorHiddenInGame(true);
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}
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*/
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//disable any other type of light
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actors[i]->SetActorHiddenInGame(true);
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}
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//Set all the roads the low quality material
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/*UGameplayStatics::GetAllActorsWithTag(world, FName("CARLA_ROAD"),actors);
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for(i=0; i<actors.Num(); i++)
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{
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TArray<UActorComponent*> components = actors[i]->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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for(int32 j=0; j<components.Num(); j++)
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{
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UStaticMeshComponent* staticmesh = Cast<UStaticMeshComponent>(components[j]);
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if(staticmesh)
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{
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for(int32 k=0; k<staticmesh->GetNumMaterials(); k++)
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{
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if(!RoadMaterials.IsValidIndex(k)) break;
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staticmesh->SetMaterial(k, Cast<UMaterialInterface>(RoadMaterials[k]));
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}
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}
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}
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}*/
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case EQualitySettingsLevel::Low:
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ApplyLowQualitySettings();
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break;
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}
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case EQualitySettingsLevel::Medium: break;
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case EQualitySettingsLevel::High: break;
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case EQualitySettingsLevel::Epic: break;
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@ -431,6 +330,156 @@ void UCarlaSettings::ResetSensorDescriptions()
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bSemanticSegmentationEnabled = false;
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}
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void UCarlaSettings::LaunchLowQualityCommands(UWorld * world) const
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{
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//launch commands to lower quality settings
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world->Exec(world,TEXT("r.DefaultFeature.MotionBlur 0"));
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world->Exec(world,TEXT("r.DefaultFeature.Bloom 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AmbientOcclusion 0"));
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world->Exec(world,TEXT("r.AmbientOcclusionLevels 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AmbientOcclusionStaticFraction 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AutoExposure 0"));
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world->Exec(world,TEXT("r.RHICmdBypass 0"));
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world->Exec(world,TEXT("r.DefaultFeature.AntiAliasing 2"));
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world->Exec(world,TEXT("r.Streaming.PoolSize 2000"));
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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 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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world->Exec(world,TEXT("r.SSR.Quality 0"));
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world->Exec(world,TEXT("r.DepthOfFieldQuality 0"));
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world->Exec(world,TEXT("r.SceneColorFormat 2"));
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world->Exec(world,TEXT("r.TranslucencyVolumeBlur 0"));
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world->Exec(world,TEXT("r.TranslucencyLightingVolumeDim 4"));
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world->Exec(world,TEXT("r.MaxAnisotropy 8"));
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world->Exec(world,TEXT("r.LensFlareQuality 0"));
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world->Exec(world,TEXT("r.SceneColorFringeQuality 0"));
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world->Exec(world,TEXT("r.FastBlurThreshold 0"));
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world->Exec(world,TEXT("r.SSR.MaxRoughness 0.1"));
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world->Exec(world,TEXT("r.AllowOcclusionQueries 1"));
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world->Exec(world,TEXT("r.SSR 0"));
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world->Exec(world,TEXT("r.StencilForLODDither 1"));
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world->Exec(world,TEXT("r.EarlyZPass 2")); //transparent before opaque
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world->Exec(world,TEXT("r.EarlyZPassMovable 1"));
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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("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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}
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void UCarlaSettings::SetAllLightsLowQuality(UWorld* world) const
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{
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TArray<AActor*> actors;
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UGameplayStatics::GetAllActorsOfClass(world, ALight::StaticClass(), actors);
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for(int32 i=0;i<actors.Num();i++)
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{
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//tweak directional lights
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ADirectionalLight* directionallight = Cast<ADirectionalLight>(actors[i]);
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if(directionallight)
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{
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directionallight->SetCastShadows(false);
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directionallight->SetLightFunctionFadeDistance(LowLightFadeDistance);
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continue;
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}
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//disable any other type of light
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actors[i]->SetActorHiddenInGame(true);
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}
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}
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void UCarlaSettings::SetAllRoadsLowQuality(UWorld* world) const
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{
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TArray<AActor*> actors;
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UGameplayStatics::GetAllActorsWithTag(world, CARLA_ROAD_TAG,actors);
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for(int32 i=0; i<actors.Num(); i++)
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{
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TArray<UActorComponent*> components = actors[i]->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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for(int32 j=0; j<components.Num(); j++)
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{
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UStaticMeshComponent* staticmesh = Cast<UStaticMeshComponent>(components[j]);
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if(staticmesh)
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{
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for(int32 k=0; k<staticmesh->GetNumMaterials(); k++)
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{
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if(LowRoadMaterials.IsValidIndex(k) && LowRoadMaterials[k].MaterialInterface && LowRoadMaterials[k].MaterialInterface->IsValidLowLevel())
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{
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staticmesh->SetMaterial(k, LowRoadMaterials[k].MaterialInterface);
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}
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}
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}
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}
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}
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}
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void UCarlaSettings::SetAllActorsDrawDistance(UWorld* world, const float static_mesh_max_draw_distance) const
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{
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///@TODO: use semantics to grab all actors by type (vehicles,ground,people,props) and set different distances configured in the global properties
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TArray<AActor*> actors;
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#define _MAX_SCALE_SIZE 50.0f
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//set the lower quality - max draw distance
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UGameplayStatics::GetAllActorsOfClass(world, AActor::StaticClass(),actors);
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for(int32 i=0; i<actors.Num(); i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending() || actors[i]->ActorHasTag(CARLA_ROAD_TAG)) continue;
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TArray<UActorComponent*> components = actors[i]->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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float dist = static_mesh_max_draw_distance;
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const float maxscale = actors[i]->GetActorScale().GetMax();
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if(maxscale>_MAX_SCALE_SIZE) dist *= 100.0f;
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for(int32 j=0; j<components.Num(); j++)
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{
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UStaticMeshComponent* staticmeshcomp = Cast<UStaticMeshComponent>(components[j]);
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if(IsValid(staticmeshcomp))
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{
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staticmeshcomp->SetCullDistance(dist);
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}
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}
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}
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}
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void UCarlaSettings::ApplyLowQualitySettings() const
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{
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UWorld *world = GetWorld();
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if(!world) return ;
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LaunchLowQualityCommands(world);
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//iterate all terrain, deactivate the actor
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/*UGameplayStatics::GetAllActorsOfClass(world, ALandscape::StaticClass(), actors);
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for(i=0; i<actors.Num(); i++)
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{
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ALandscape* landscape = Cast<ALandscape>(actors[i]);
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if(landscape)
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{
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landscape->DisableComponentsSimulatePhysics();
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landscape->bUseLandscapeForCullingInvisibleHLODVertices=true;
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}
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}*/
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//iterate all directional lights, deactivate shadows
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SetAllLightsLowQuality(world);
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//Set all the roads the low quality material
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SetAllRoadsLowQuality(world);
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//Set all actors with static meshes a max disntace configured in the global settings for the low quality
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SetAllActorsDrawDistance(world, LowStaticMeshMaxDrawDistance);
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}
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void UCarlaSettings::LoadSettingsFromFile(const FString &FilePath, const bool bLogOnFailure)
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{
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if (FPaths::FileExists(FilePath)) {
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42
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Settings/CarlaSettings.h
Normal file → Executable file
42
Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Settings/CarlaSettings.h
Normal file → Executable file
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@ -36,7 +36,7 @@ public:
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};
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class USensorDescription;
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class UMaterial;
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struct FStaticMaterial;
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/** Global settings for CARLA.
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* Setting object used to hold both config settings and editable ones in one place
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* To ensure the settings are saved to the specified config file make sure to add
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@ -84,6 +84,7 @@ public:
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return nullptr;
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}
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// Special overload for blueprints.
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UFUNCTION(BlueprintCallable)
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void GetActiveWeatherDescription(
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|
@ -92,9 +93,25 @@ public:
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UFUNCTION(BlueprintCallable)
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const FWeatherDescription &GetWeatherDescriptionByIndex(int32 Index);
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///----------- constants ------------------
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public:
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/**
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* CARLA_ROAD name to tag road mesh actors
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*/
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static const FName CARLA_ROAD_TAG;
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private:
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/***/
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void LaunchLowQualityCommands(UWorld* world) const;
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/***/
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void SetAllLightsLowQuality(UWorld* world) const;
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/***/
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void SetAllRoadsLowQuality(UWorld* world) const;
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/***/
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void SetAllActorsDrawDistance(UWorld* world, const float static_mesh_max_draw_distance) const;
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/***/
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||||
void ApplyLowQualitySettings() const;
|
||||
/***/
|
||||
void LoadSettingsFromFile(const FString &FilePath, bool bLogOnFailure);
|
||||
|
||||
void ResetSensorDescriptions();
|
||||
|
@ -180,13 +197,28 @@ private:
|
|||
EQualitySettingsLevel DefaultQualitySettingsLevel = EQualitySettingsLevel::None;
|
||||
|
||||
public:
|
||||
UPROPERTY(Category = "Quality Settings", EditAnywhere, config)
|
||||
TArray<TSubclassOf<UMaterial>> RoadMaterials;
|
||||
/** @TODO : Move Low quality vars to a generic map of structs with the quality level as key*/
|
||||
|
||||
/** Low quality Road Materials.
|
||||
* Using the index of array it will assign to the material with the same index in the mesh for each piece of road
|
||||
* @TODO: Use slots name to set it for each part of the road
|
||||
*/
|
||||
UPROPERTY(Category = "Quality Settings/Low", EditAnywhere, config, DisplayName="Road Materials List for Low Quality")
|
||||
TArray<FStaticMaterial> LowRoadMaterials;
|
||||
|
||||
//distances
|
||||
/**
|
||||
* Distance at which the light function should be completely faded to DisabledBrightness.
|
||||
* This is useful for hiding aliasing from light functions applied in the distance.
|
||||
*/
|
||||
UPROPERTY(Category = "Quality Settings/Low", EditAnywhere, config)
|
||||
float LowLightFadeDistance;
|
||||
float LowLightFadeDistance = 1000.0f;
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UPROPERTY(Category = "Quality Settings/Low", EditAnywhere, config, meta = (ClampMin = "500.0", ClampMax = "15000.0", UIMin = "500.0", UIMax = "15000.0"))
|
||||
float LowStaticMeshMaxDrawDistance = 10000.0f;
|
||||
|
||||
/// @}
|
||||
|
||||
|
|
Loading…
Reference in New Issue