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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "LumenHardwareRayTracingCommon.h"#include "RendererPrivate.h"#include "ScenePrivate.h"#include "SceneUtils.h"#include "PipelineStateCache.h"#include "ShaderParameterStruct.h"#include "ComponentRecreateRenderStateContext.h"#include "LumenReflections.h"#include "RayTracedTranslucency.h"#include "LumenScreenProbeGather.h"#include "LumenRadianceCache.h"#include "LumenVisualize.h"#include "RayTracing/RayTracing.h"#include "Nanite/NaniteRayTracing.h"Variables | |
| TAutoConsoleVariable< float > | CVarLumenHardwareRayTracingMinTraceDistanceToSampleSurfaceCache (TEXT("r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCache"), 10.0f, TEXT("Ray hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting."), ECVF_Scalability|ECVF_RenderThreadSafe) |
| TAutoConsoleVariable< float > CVarLumenHardwareRayTracingMinTraceDistanceToSampleSurfaceCache(TEXT("r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCache"), 10.0f, TEXT("Ray hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting."), ECVF_Scalability|ECVF_RenderThreadSafe) | ( | TEXT("r.Lumen.HardwareRayTracing.MinTraceDistanceToSampleSurfaceCache") | , |
| 10. | 0f, | ||
| TEXT("Ray hit distance from which we can start sampling surface cache in order to fix feedback loop where surface cache texel hits itself and propagates lighting.") | , | ||
| ECVF_Scalability| | ECVF_RenderThreadSafe | ||
| ) |