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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreMinimal.h"#include "UObject/ObjectMacros.h"#include "Engine/EngineTypes.h"#include "Engine/Scene.h"#include "Engine/DeveloperSettings.h"#include "PixelFormat.h"#include "UObject/PerPlatformProperties.h"#include "LegacyScreenPercentageDriver.h"#include "RendererSettings.generated.h"Go to the source code of this file.
Classes | |
| class | URendererSettings |
Namespaces | |
| namespace | EClearSceneOptions |
| namespace | ECompositingSampleCount |
| namespace | ECustomDepthStencil |
| namespace | EEarlyZPass |
| namespace | EVelocityOutputPass |
| namespace | EVertexDeformationOutputsVelocity |
| namespace | EAlphaChannelMode |
| namespace | EAutoExposureMethodUI |
| namespace | EDefaultBackBufferPixelFormat |
| namespace | EFixedFoveationLevels |
| namespace | EMobileAntiAliasingMethod |
| namespace | EMobileFloatPrecisionMode |
| namespace | EMobileShadingPath |
| namespace | ELightFunctionAtlasPixelFormat |
| namespace | EShaderCompressionFormat |
| namespace | ELumenSoftwareTracingMode |
| namespace | EWorkingColorSpace |
Enumerations | |
| enum | EClearSceneOptions::Type : int { EClearSceneOptions::NoClear = 0 UMETA(DisplayName="Do not clear",ToolTip="This option is fastest but can cause artifacts unless you render to every pixel. Make sure to use a skybox with this option!") , EClearSceneOptions::HardwareClear = 1 UMETA(DisplayName="Hardware clear",ToolTip="Perform a full hardware clear before rendering. Most projects should use this option.") , EClearSceneOptions::QuadAtMaxZ = 2 UMETA(DisplayName="Clear at far plane",ToolTip="Draws a quad to perform the clear at the far plane, this is faster than a hardware clear on some GPUs.") } |
| enum | ECompositingSampleCount::Type : int { ECompositingSampleCount::One = 1 UMETA(DisplayName="No MSAA") , ECompositingSampleCount::Two = 2 UMETA(DisplayName="2x MSAA") , ECompositingSampleCount::Four = 4 UMETA(DisplayName="4x MSAA") , ECompositingSampleCount::Eight = 8 UMETA(DisplayName="8x MSAA") } |
| enum | ECustomDepthStencil::Type : int { ECustomDepthStencil::Disabled = 0 , ECustomDepthStencil::Enabled = 1 UMETA(ToolTip="Depth buffer created immediately. Stencil disabled.") , ECustomDepthStencil::EnabledOnDemand = 2 UMETA(ToolTip="Depth buffer created on first use, can save memory but cause stalls. Stencil disabled.") , ECustomDepthStencil::EnabledWithStencil = 3 UMETA(ToolTip="Depth buffer created immediately. Stencil available for read/write.") } |
| enum | EEarlyZPass::Type : int { EEarlyZPass::None = 0 UMETA(DisplayName="None") , EEarlyZPass::OpaqueOnly = 1 UMETA(DisplayName="Opaque meshes only") , EEarlyZPass::OpaqueAndMasked = 2 UMETA(DisplayName="Opaque and masked meshes") , EEarlyZPass::Auto = 3 UMETA(DisplayName="Decide automatically",ToolTip="Let the engine decide what to render in the early Z pass based on the features being used.") } |
| enum | EVelocityOutputPass::Type : int { EVelocityOutputPass::DepthPass = 0 UMETA(DisplayName = "Write during depth pass") , EVelocityOutputPass::BasePass = 1 UMETA(DisplayName = "Write during base pass") , EVelocityOutputPass::AfterBasePass = 2 UMETA(DisplayName = "Write after base pass") } |
| enum | EVertexDeformationOutputsVelocity::Type : int { EVertexDeformationOutputsVelocity::Off = 0 UMETA(ToolTip = "Always off") , EVertexDeformationOutputsVelocity::On = 1 UMETA(ToolTip = "Always on") , EVertexDeformationOutputsVelocity::Auto = 2 UMETA(ToolTip = "On when the performance cost is low (velocity in depth or base pass).") } |
| enum | EAutoExposureMethodUI::Type : int { EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::UMETA =(DisplayName = "Auto Exposure Histogram") , EAutoExposureMethodUI::AEM_MAX } |
| enum | EDefaultBackBufferPixelFormat::Type : int { EDefaultBackBufferPixelFormat::DBBPF_B8G8R8A8 = 0 UMETA(DisplayName = "8bit RGBA") , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::UMETA =(DisplayName = "DEPRECATED - 16bit RGBA", Hidden) , EDefaultBackBufferPixelFormat::DBBPF_MAX } |
| enum | EFixedFoveationLevels::Type : int { EFixedFoveationLevels::Disabled = 0 UMETA(DisplayName = "Disabled") , EFixedFoveationLevels::Low = 1 UMETA(DisplayName = "Low") , EFixedFoveationLevels::Medium = 2 UMETA(DisplayName = "Medium") , EFixedFoveationLevels::High = 3 UMETA(DisplayName = "High") , EFixedFoveationLevels::HighTop = 4 UMETA(DisplayName = "High Top") } |
| enum | EMobileAntiAliasingMethod::Type : int { EMobileAntiAliasingMethod::None = AAM_None UMETA(DisplayName = "None") , EMobileAntiAliasingMethod::FXAA = AAM_FXAA UMETA(DisplayName = "Fast Approximate Anti-Aliasing (FXAA)") , EMobileAntiAliasingMethod::TemporalAA = AAM_TemporalAA UMETA(DisplayName = "Temporal Anti-Aliasing (TAA)") , EMobileAntiAliasingMethod::MSAA = AAM_MSAA UMETA(DisplayName = "Multisample Anti-Aliasing (MSAA)") , EMobileAntiAliasingMethod::TSR = AAM_TSR UMETA(DisplayName = "Temporal Super-Resolution (TSR)") , EMobileAntiAliasingMethod::SMAA = AAM_SMAA UMETA(DisplayName = "Subpixel Morphological Anti-Aliasing (SMAA)") } |
| enum | EMobileFloatPrecisionMode::Type : int { EMobileFloatPrecisionMode::Half = 0 UMETA(DisplayName = "Use Half-precision") , EMobileFloatPrecisionMode::Full_MaterialExpressionOnly = 1 UMETA(DisplayName = "Use Full-precision for MaterialExpressions only") , EMobileFloatPrecisionMode::Full = 2 UMETA(DisplayName = "Use Full-precision for every float") } |
| enum | EMobileShadingPath::Type : int { EMobileShadingPath::Forward = 0 UMETA(DisplayName = "Forward Shading") , EMobileShadingPath::Deferred = 1 UMETA(DisplayName = "Deferred Shading") } |
| enum | ELightFunctionAtlasPixelFormat::Type : int { ELightFunctionAtlasPixelFormat::LFAPF_R8 = 0 UMETA(DisplayName = "8 bits Gray Scale") , ELightFunctionAtlasPixelFormat::LFAPF_R8G8B8 = 1 UMETA(DisplayName = "8 bits RGB Color") } |
| enum | EShaderCompressionFormat::Type : int { EShaderCompressionFormat::None = 0 UMETA(DisplayName = "Do not compress", ToolTip = "Fastest, but disk and memory footprint will be large") , EShaderCompressionFormat::LZ4 = 1 UMETA(DisplayName = "LZ4", ToolTip = "Compressing using LZ4") , EShaderCompressionFormat::Oodle = 2 UMETA(DisplayName = "Oodle", ToolTip = "Compressing using Oodle (default)") , EShaderCompressionFormat::Zlib = 3 UMETA(DisplayName = "ZLib", ToolTip = "Compressing using Zlib") } |
| enum | ELumenSoftwareTracingMode::Type : int { ELumenSoftwareTracingMode::DetailTracing = 1 UMETA(DisplayName = "Detail Tracing", ToolTip = "When using Software Ray Tracing, Lumen will trace against individual mesh's Distance Fields for highest quality. Cost can be high in scenes with many overlapping instances.") , ELumenSoftwareTracingMode::GlobalTracing = 0 UMETA(DisplayName = "Global Tracing", ToolTip = "When using Software Ray Tracing, Lumen will trace against the Global Distance Field for fastest traces.") } |
| enum class | ELumenRayLightingMode : uint8 { SurfaceCache = 0 UMETA(DisplayName = "Surface Cache") , HitLightingForReflections = 2 UMETA(DisplayName = "Hit Lighting for Reflections") , HitLighting = 1 UMETA(DisplayName = "Hit Lighting") } |
| enum class | ELumenScreenTracingSource : uint8 { SceneColor = 0 UMETA(DisplayName = "Scene Color") , AntialiasedSceneColorWithTranslucency = 1 UMETA(DisplayName = "Anti-aliased Scene Color, with Translucency") } |
| enum | EWorkingColorSpace::Type : int { EWorkingColorSpace::sRGB = 1 UMETA(DisplayName = "sRGB / Rec709", ToolTip = "sRGB / Rec709 (BT.709) color primaries, with D65 white point.") , EWorkingColorSpace::Rec2020 = 2 UMETA(DisplayName = "Rec2020", ToolTip = "Rec2020 (BT.2020) primaries with D65 white point.") , EWorkingColorSpace::ACESAP0 = 3 UMETA(DIsplayName = "ACES AP0", ToolTip = "ACES AP0 wide gamut primaries, with D60 white point.") , EWorkingColorSpace::ACESAP1 = 4 UMETA(DIsplayName = "ACES AP1 / ACEScg", ToolTip = "ACES AP1 / ACEScg wide gamut primaries, with D60 white point.") , EWorkingColorSpace::P3DCI = 5 UMETA(DisplayName = "P3DCI", ToolTip = "P3 (Theater) primaries, with DCI Calibration white point.") , EWorkingColorSpace::P3D65 = 6 UMETA(DisplayName = "P3D65", ToolTip = "P3 (Display) primaries, with D65 white point.") , EWorkingColorSpace::Custom = 7 UMETA(DisplayName = "Custom", ToolTip = "User defined color space and white point.") } |
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